diff options
author | chai <chaifix@163.com> | 2020-10-13 10:33:05 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2020-10-13 10:33:05 +0800 |
commit | fc6de82e75310b4c007d80753a5f58e6692f4855 (patch) | |
tree | e6d8d9226595a6727d43f18a218f53533101a4e0 | |
parent | 8cd16fb71177bb61a9475284d944bc6aba30740e (diff) |
+misc
125 files changed, 25039 insertions, 25010 deletions
diff --git a/Assets/Art/Shaders/UnityChan/CharaMain.cginc b/Assets/Art/Shaders/UnityChan/CharaMain.cginc index f7b5fba1..fcb5530f 100644 --- a/Assets/Art/Shaders/UnityChan/CharaMain.cginc +++ b/Assets/Art/Shaders/UnityChan/CharaMain.cginc @@ -2,186 +2,186 @@ // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' -// Character shader -// Includes falloff shadow and highlight, specular, reflection, and normal mapping - -#define ENABLE_CAST_SHADOWS - -// Material parameters -float4 _Color; -float4 _ShadowColor; -float4 _LightColor0; -float _SpecularPower; - -float4 _MainTex_ST; - -// Textures -sampler2D _MainTex; -sampler2D _FalloffSampler; -sampler2D _RimLightSampler; -sampler2D _SpecularReflectionSampler; -sampler2D _EnvMapSampler; -sampler2D _NormalMapSampler; - -// Constants -#define FALLOFF_POWER 0.3 - -// Float types -#define float_t half -#define float2_t half2 -#define float3_t half3 -#define float4_t half4 -#define float3x3_t half3x3 - -#ifdef ENABLE_CAST_SHADOWS - -// Structure from vertex shader to fragment shader -struct v2f -{ - float4 pos : SV_POSITION; - LIGHTING_COORDS( 0, 1 ) - float2 uv : TEXCOORD2; - float3 eyeDir : TEXCOORD3; - float3 lightDir : TEXCOORD4; - float3 normal : TEXCOORD5; - #ifdef ENABLE_NORMAL_MAP - float3 tangent : TEXCOORD6; - float3 binormal : TEXCOORD7; - #endif -}; - -#else - -// Structure from vertex shader to fragment shader -struct v2f -{ - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float3 eyeDir : TEXCOORD1; - float3 lightDir : TEXCOORD2; - float3 normal : TEXCOORD3; - #ifdef ENABLE_NORMAL_MAP - float3 tangent : TEXCOORD4; - float3 binormal : TEXCOORD5; - #endif -}; - -#endif - -// Vertex shader -v2f vert( appdata_tan v ) -{ - v2f o; - o.pos = UnityObjectToClipPos( v.vertex ); - o.uv.xy = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); - o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz ); - - // Eye direction vector - float4 worldPos = mul( unity_ObjectToWorld, v.vertex ); - o.eyeDir.xyz = normalize( _WorldSpaceCameraPos.xyz - worldPos.xyz ).xyz; - o.lightDir = WorldSpaceLightDir( v.vertex ); - - #ifdef ENABLE_NORMAL_MAP - // Binormal and tangent (for normal map) - o.tangent = normalize( mul( unity_ObjectToWorld, float4_t( v.tangent.xyz, 0 ) ).xyz ); - o.binormal = normalize( cross( o.normal, o.tangent ) * v.tangent.w ); - #endif - - #ifdef ENABLE_CAST_SHADOWS - TRANSFER_VERTEX_TO_FRAGMENT( o ); - #endif - - return o; -} - -// Overlay blend -inline float3_t GetOverlayColor( float3_t inUpper, float3_t inLower ) -{ - float3_t oneMinusLower = float3_t( 1.0, 1.0, 1.0 ) - inLower; - float3_t valUnit = 2.0 * oneMinusLower; - float3_t minValue = 2.0 * inLower - float3_t( 1.0, 1.0, 1.0 ); - float3_t greaterResult = inUpper * valUnit + minValue; - - float3_t lowerResult = 2.0 * inLower * inUpper; - - half3 lerpVals = round(inLower); - return lerp(lowerResult, greaterResult, lerpVals); -} - -#ifdef ENABLE_NORMAL_MAP - - // Compute normal from normal map - inline float3_t GetNormalFromMap( v2f input ) - { - float3_t normalVec = tex2D( _NormalMapSampler, input.uv ).xyz * 2 - 1; - - // Fix for Metal graphics API - float3_t xBasis = float3_t( input.tangent.x, input.binormal.x, input.normal.x ); - float3_t yBasis = float3_t( input.tangent.y, input.binormal.y, input.normal.y ); - float3_t zBasis = float3_t( input.tangent.z, input.binormal.z, input.normal.z ); - - normalVec = float3_t( - dot( normalVec, xBasis ), - dot( normalVec, yBasis ), - dot( normalVec, zBasis ) - ); - normalVec = normalize( normalVec ); - - return normalVec; - } - -#endif - -// Fragment shader -float4 frag( v2f i ) : COLOR -{ - float4_t diffSamplerColor = tex2D( _MainTex, i.uv.xy ); - - #ifdef ENABLE_NORMAL_MAP - float3_t normalVec = GetNormalFromMap( i ); - #else - float3_t normalVec = i.normal; - #endif - - // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient - float_t normalDotEye = dot( normalVec, i.eyeDir.xyz ); - float_t falloffU = clamp( 1.0 - abs( normalDotEye ), 0.02, 0.98 ); - float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) ); - float3_t shadowColor = diffSamplerColor.rgb * diffSamplerColor.rgb; - float3_t combinedColor = lerp( diffSamplerColor.rgb, shadowColor, falloffSamplerColor.r ); - combinedColor *= ( 1.0 + falloffSamplerColor.rgb * falloffSamplerColor.a ); - - // Specular - // Use the eye vector as the light vector - float4_t reflectionMaskColor = tex2D( _SpecularReflectionSampler, i.uv.xy ); - float_t specularDot = dot( normalVec, i.eyeDir.xyz ); - float4_t lighting = lit( normalDotEye, specularDot, _SpecularPower ); - float3_t specularColor = saturate( lighting.z ) * reflectionMaskColor.rgb * diffSamplerColor.rgb; - combinedColor += specularColor; - - // Reflection - float3_t reflectVector = reflect( -i.eyeDir.xyz, normalVec ).xzy; - float2_t sphereMapCoords = 0.5 * ( float2_t( 1.0, 1.0 ) + reflectVector.xy ); - float3_t reflectColor = tex2D( _EnvMapSampler, sphereMapCoords ).rgb; - reflectColor = GetOverlayColor( reflectColor, combinedColor ); - - combinedColor = lerp( combinedColor, reflectColor, reflectionMaskColor.a ); - combinedColor *= _Color.rgb * _LightColor0.rgb; - float opacity = diffSamplerColor.a * _Color.a * _LightColor0.a; - - #ifdef ENABLE_CAST_SHADOWS - // Cast shadows - shadowColor = _ShadowColor.rgb * combinedColor; - float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 ); - combinedColor = lerp( shadowColor, combinedColor, attenuation ); - #endif - - // Rimlight - float_t rimlightDot = saturate( 0.5 * ( dot( normalVec, i.lightDir ) + 1.0 ) ); - falloffU = saturate( rimlightDot * falloffU ); - falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r; - float3_t lightColor = diffSamplerColor.rgb; // * 2.0; - combinedColor += falloffU * lightColor; - - return float4( combinedColor, opacity ); -} +// Character shader
+// Includes falloff shadow and highlight, specular, reflection, and normal mapping
+
+#define ENABLE_CAST_SHADOWS
+
+// Material parameters
+float4 _Color;
+float4 _ShadowColor;
+float4 _LightColor0;
+float _SpecularPower;
+
+float4 _MainTex_ST;
+
+// Textures
+sampler2D _MainTex;
+sampler2D _FalloffSampler;
+sampler2D _RimLightSampler;
+sampler2D _SpecularReflectionSampler;
+sampler2D _EnvMapSampler;
+sampler2D _NormalMapSampler;
+
+// Constants
+#define FALLOFF_POWER 0.3
+
+// Float types
+#define float_t half
+#define float2_t half2
+#define float3_t half3
+#define float4_t half4
+#define float3x3_t half3x3
+
+#ifdef ENABLE_CAST_SHADOWS
+
+// Structure from vertex shader to fragment shader
+struct v2f
+{
+ float4 pos : SV_POSITION;
+ LIGHTING_COORDS( 0, 1 )
+ float2 uv : TEXCOORD2;
+ float3 eyeDir : TEXCOORD3;
+ float3 lightDir : TEXCOORD4;
+ float3 normal : TEXCOORD5;
+ #ifdef ENABLE_NORMAL_MAP
+ float3 tangent : TEXCOORD6;
+ float3 binormal : TEXCOORD7;
+ #endif
+};
+
+#else
+
+// Structure from vertex shader to fragment shader
+struct v2f
+{
+ float4 pos : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ float3 eyeDir : TEXCOORD1;
+ float3 lightDir : TEXCOORD2;
+ float3 normal : TEXCOORD3;
+ #ifdef ENABLE_NORMAL_MAP
+ float3 tangent : TEXCOORD4;
+ float3 binormal : TEXCOORD5;
+ #endif
+};
+
+#endif
+
+// Vertex shader
+v2f vert( appdata_tan v )
+{
+ v2f o;
+ o.pos = UnityObjectToClipPos( v.vertex );
+ o.uv.xy = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
+ o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz );
+
+ // Eye direction vector
+ float4 worldPos = mul( unity_ObjectToWorld, v.vertex );
+ o.eyeDir.xyz = normalize( _WorldSpaceCameraPos.xyz - worldPos.xyz ).xyz;
+ o.lightDir = WorldSpaceLightDir( v.vertex );
+
+ #ifdef ENABLE_NORMAL_MAP
+ // Binormal and tangent (for normal map)
+ o.tangent = normalize( mul( unity_ObjectToWorld, float4_t( v.tangent.xyz, 0 ) ).xyz );
+ o.binormal = normalize( cross( o.normal, o.tangent ) * v.tangent.w );
+ #endif
+
+ #ifdef ENABLE_CAST_SHADOWS
+ TRANSFER_VERTEX_TO_FRAGMENT( o );
+ #endif
+
+ return o;
+}
+
+// Overlay blend
+inline float3_t GetOverlayColor( float3_t inUpper, float3_t inLower )
+{
+ float3_t oneMinusLower = float3_t( 1.0, 1.0, 1.0 ) - inLower;
+ float3_t valUnit = 2.0 * oneMinusLower;
+ float3_t minValue = 2.0 * inLower - float3_t( 1.0, 1.0, 1.0 );
+ float3_t greaterResult = inUpper * valUnit + minValue;
+
+ float3_t lowerResult = 2.0 * inLower * inUpper;
+
+ half3 lerpVals = round(inLower);
+ return lerp(lowerResult, greaterResult, lerpVals);
+}
+
+#ifdef ENABLE_NORMAL_MAP
+
+ // Compute normal from normal map
+ inline float3_t GetNormalFromMap( v2f input )
+ {
+ float3_t normalVec = tex2D( _NormalMapSampler, input.uv ).xyz * 2 - 1;
+
+ // Fix for Metal graphics API
+ float3_t xBasis = float3_t( input.tangent.x, input.binormal.x, input.normal.x );
+ float3_t yBasis = float3_t( input.tangent.y, input.binormal.y, input.normal.y );
+ float3_t zBasis = float3_t( input.tangent.z, input.binormal.z, input.normal.z );
+
+ normalVec = float3_t(
+ dot( normalVec, xBasis ),
+ dot( normalVec, yBasis ),
+ dot( normalVec, zBasis )
+ );
+ normalVec = normalize( normalVec );
+
+ return normalVec;
+ }
+
+#endif
+
+// Fragment shader
+float4 frag( v2f i ) : COLOR
+{
+ float4_t diffSamplerColor = tex2D( _MainTex, i.uv.xy );
+
+ #ifdef ENABLE_NORMAL_MAP
+ float3_t normalVec = GetNormalFromMap( i );
+ #else
+ float3_t normalVec = i.normal;
+ #endif
+
+ // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient
+ float_t normalDotEye = dot( normalVec, i.eyeDir.xyz );
+ float_t falloffU = clamp( 1.0 - abs( normalDotEye ), 0.02, 0.98 );
+ float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) );
+ float3_t shadowColor = diffSamplerColor.rgb * diffSamplerColor.rgb;
+ float3_t combinedColor = lerp( diffSamplerColor.rgb, shadowColor, falloffSamplerColor.r );
+ combinedColor *= ( 1.0 + falloffSamplerColor.rgb * falloffSamplerColor.a );
+
+ // Specular
+ // Use the eye vector as the light vector
+ float4_t reflectionMaskColor = tex2D( _SpecularReflectionSampler, i.uv.xy );
+ float_t specularDot = dot( normalVec, i.eyeDir.xyz );
+ float4_t lighting = lit( normalDotEye, specularDot, _SpecularPower );
+ float3_t specularColor = saturate( lighting.z ) * reflectionMaskColor.rgb * diffSamplerColor.rgb;
+ combinedColor += specularColor;
+
+ // Reflection
+ float3_t reflectVector = reflect( -i.eyeDir.xyz, normalVec ).xzy;
+ float2_t sphereMapCoords = 0.5 * ( float2_t( 1.0, 1.0 ) + reflectVector.xy );
+ float3_t reflectColor = tex2D( _EnvMapSampler, sphereMapCoords ).rgb;
+ reflectColor = GetOverlayColor( reflectColor, combinedColor );
+
+ combinedColor = lerp( combinedColor, reflectColor, reflectionMaskColor.a );
+ combinedColor *= _Color.rgb * _LightColor0.rgb;
+ float opacity = diffSamplerColor.a * _Color.a * _LightColor0.a;
+
+ #ifdef ENABLE_CAST_SHADOWS
+ // Cast shadows
+ shadowColor = _ShadowColor.rgb * combinedColor;
+ float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 );
+ combinedColor = lerp( shadowColor, combinedColor, attenuation );
+ #endif
+
+ // Rimlight
+ float_t rimlightDot = saturate( 0.5 * ( dot( normalVec, i.lightDir ) + 1.0 ) );
+ falloffU = saturate( rimlightDot * falloffU );
+ falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r;
+ float3_t lightColor = diffSamplerColor.rgb; // * 2.0;
+ combinedColor += falloffU * lightColor;
+
+ return float4( combinedColor, opacity );
+}
diff --git a/Assets/Art/Shaders/UnityChan/CharaSkin.cginc b/Assets/Art/Shaders/UnityChan/CharaSkin.cginc index 15fb97ab..1f6d45be 100644 --- a/Assets/Art/Shaders/UnityChan/CharaSkin.cginc +++ b/Assets/Art/Shaders/UnityChan/CharaSkin.cginc @@ -2,104 +2,104 @@ // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' -// Character skin shader -// Includes falloff shadow - -#define ENABLE_CAST_SHADOWS - -// Material parameters -float4 _Color; -float4 _ShadowColor; -float4 _LightColor0; -float4 _MainTex_ST; - -// Textures -sampler2D _MainTex; -sampler2D _FalloffSampler; -sampler2D _RimLightSampler; - -// Constants -#define FALLOFF_POWER 1.0 - -#ifdef ENABLE_CAST_SHADOWS - -// Structure from vertex shader to fragment shader -struct v2f -{ - float4 pos : SV_POSITION; - LIGHTING_COORDS( 0, 1 ) - float3 normal : TEXCOORD2; - float2 uv : TEXCOORD3; - float3 eyeDir : TEXCOORD4; - float3 lightDir : TEXCOORD5; -}; - -#else - -// Structure from vertex shader to fragment shader -struct v2f -{ - float4 pos : SV_POSITION; - float3 normal : TEXCOORD0; - float2 uv : TEXCOORD1; - float3 eyeDir : TEXCOORD2; - float3 lightDir : TEXCOORD3; -}; - -#endif - -// Float types -#define float_t half -#define float2_t half2 -#define float3_t half3 -#define float4_t half4 - -// Vertex shader -v2f vert( appdata_base v ) -{ - v2f o; - o.pos = UnityObjectToClipPos( v.vertex ); - o.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); - o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz ); - - // Eye direction vector - float4_t worldPos = mul( unity_ObjectToWorld, v.vertex ); - o.eyeDir = normalize( _WorldSpaceCameraPos - worldPos ); - - o.lightDir = WorldSpaceLightDir( v.vertex ); - -#ifdef ENABLE_CAST_SHADOWS - TRANSFER_VERTEX_TO_FRAGMENT( o ); -#endif - - return o; -} - -// Fragment shader -float4 frag( v2f i ) : COLOR -{ - float4_t diffSamplerColor = tex2D( _MainTex, i.uv ); - - // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient - float_t normalDotEye = dot( i.normal, i.eyeDir ); - float_t falloffU = clamp( 1 - abs( normalDotEye ), 0.02, 0.98 ); - float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) ); - float3_t combinedColor = lerp( diffSamplerColor.rgb, falloffSamplerColor.rgb * diffSamplerColor.rgb, falloffSamplerColor.a ); - - // Rimlight - float_t rimlightDot = saturate( 0.5 * ( dot( i.normal, i.lightDir ) + 1.0 ) ); - falloffU = saturate( rimlightDot * falloffU ); - //falloffU = saturate( ( rimlightDot * falloffU - 0.5 ) * 32.0 ); - falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r; - float3_t lightColor = diffSamplerColor.rgb * 0.5; // * 2.0; - combinedColor += falloffU * lightColor; - -#ifdef ENABLE_CAST_SHADOWS - // Cast shadows - float3_t shadowColor = _ShadowColor.rgb * combinedColor; - float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 ); - combinedColor = lerp( shadowColor, combinedColor, attenuation ); -#endif - - return float4_t( combinedColor, diffSamplerColor.a ) * _Color * _LightColor0; -} +// Character skin shader
+// Includes falloff shadow
+
+#define ENABLE_CAST_SHADOWS
+
+// Material parameters
+float4 _Color;
+float4 _ShadowColor;
+float4 _LightColor0;
+float4 _MainTex_ST;
+
+// Textures
+sampler2D _MainTex;
+sampler2D _FalloffSampler;
+sampler2D _RimLightSampler;
+
+// Constants
+#define FALLOFF_POWER 1.0
+
+#ifdef ENABLE_CAST_SHADOWS
+
+// Structure from vertex shader to fragment shader
+struct v2f
+{
+ float4 pos : SV_POSITION;
+ LIGHTING_COORDS( 0, 1 )
+ float3 normal : TEXCOORD2;
+ float2 uv : TEXCOORD3;
+ float3 eyeDir : TEXCOORD4;
+ float3 lightDir : TEXCOORD5;
+};
+
+#else
+
+// Structure from vertex shader to fragment shader
+struct v2f
+{
+ float4 pos : SV_POSITION;
+ float3 normal : TEXCOORD0;
+ float2 uv : TEXCOORD1;
+ float3 eyeDir : TEXCOORD2;
+ float3 lightDir : TEXCOORD3;
+};
+
+#endif
+
+// Float types
+#define float_t half
+#define float2_t half2
+#define float3_t half3
+#define float4_t half4
+
+// Vertex shader
+v2f vert( appdata_base v )
+{
+ v2f o;
+ o.pos = UnityObjectToClipPos( v.vertex );
+ o.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
+ o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz );
+
+ // Eye direction vector
+ float4_t worldPos = mul( unity_ObjectToWorld, v.vertex );
+ o.eyeDir = normalize( _WorldSpaceCameraPos - worldPos );
+
+ o.lightDir = WorldSpaceLightDir( v.vertex );
+
+#ifdef ENABLE_CAST_SHADOWS
+ TRANSFER_VERTEX_TO_FRAGMENT( o );
+#endif
+
+ return o;
+}
+
+// Fragment shader
+float4 frag( v2f i ) : COLOR
+{
+ float4_t diffSamplerColor = tex2D( _MainTex, i.uv );
+
+ // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient
+ float_t normalDotEye = dot( i.normal, i.eyeDir );
+ float_t falloffU = clamp( 1 - abs( normalDotEye ), 0.02, 0.98 );
+ float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) );
+ float3_t combinedColor = lerp( diffSamplerColor.rgb, falloffSamplerColor.rgb * diffSamplerColor.rgb, falloffSamplerColor.a );
+
+ // Rimlight
+ float_t rimlightDot = saturate( 0.5 * ( dot( i.normal, i.lightDir ) + 1.0 ) );
+ falloffU = saturate( rimlightDot * falloffU );
+ //falloffU = saturate( ( rimlightDot * falloffU - 0.5 ) * 32.0 );
+ falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r;
+ float3_t lightColor = diffSamplerColor.rgb * 0.5; // * 2.0;
+ combinedColor += falloffU * lightColor;
+
+#ifdef ENABLE_CAST_SHADOWS
+ // Cast shadows
+ float3_t shadowColor = _ShadowColor.rgb * combinedColor;
+ float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 );
+ combinedColor = lerp( shadowColor, combinedColor, attenuation );
+#endif
+
+ return float4_t( combinedColor, diffSamplerColor.a ) * _Color * _LightColor0;
+}
diff --git a/Assets/Editor/Optimization/AnimationOptimize.cs b/Assets/Editor/Optimization/AnimationOptimize.cs index 0a709cc1..c1baadcf 100644 --- a/Assets/Editor/Optimization/AnimationOptimize.cs +++ b/Assets/Editor/Optimization/AnimationOptimize.cs @@ -1,18 +1,18 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class AnimationOptimize : MonoBehaviour -{ - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - } -} +using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class AnimationOptimize : MonoBehaviour
+{
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
diff --git a/Assets/Scripts/Test/AimTest.cs b/Assets/Scripts/Test/AimTest.cs index ad33221b..d69c4a41 100644 --- a/Assets/Scripts/Test/AimTest.cs +++ b/Assets/Scripts/Test/AimTest.cs @@ -1,16 +1,16 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class AimTest : MonoBehaviour -{ - public GameObject Go_ConstainObj; - - public GameObject Go_AimTarget; - - public void LateUpdate() - { - Go_ConstainObj.transform.LookAt(Go_AimTarget.transform); - } - -} +using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class AimTest : MonoBehaviour
+{
+ public GameObject Go_ConstainObj;
+
+ public GameObject Go_AimTarget;
+
+ public void LateUpdate()
+ {
+ Go_ConstainObj.transform.LookAt(Go_AimTarget.transform);
+ }
+
+}
diff --git a/Assets/Scripts/Test/CentreTest.cs b/Assets/Scripts/Test/CentreTest.cs index 1338067d..b921cc59 100644 --- a/Assets/Scripts/Test/CentreTest.cs +++ b/Assets/Scripts/Test/CentreTest.cs @@ -1,22 +1,22 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class CentreTest : MonoBehaviour -{ - - public Transform Trans_Saionji_Left; - public Transform Trans_Saionji_Right; - - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - transform.position = (Trans_Saionji_Left.position + Trans_Saionji_Right.position ) / 2; - } -} +using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class CentreTest : MonoBehaviour
+{
+
+ public Transform Trans_Saionji_Left;
+ public Transform Trans_Saionji_Right;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ transform.position = (Trans_Saionji_Left.position + Trans_Saionji_Right.position ) / 2;
+ }
+}
diff --git a/Assets/Scripts/Test/FootIKTest.cs b/Assets/Scripts/Test/FootIKTest.cs index f1711ade..5b939619 100644 --- a/Assets/Scripts/Test/FootIKTest.cs +++ b/Assets/Scripts/Test/FootIKTest.cs @@ -1,69 +1,69 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class FootIKTest : MonoBehaviour -{ - - Animator anim; - - public LayerMask layerMask; - - [Range(0, 1f)] - public float DistanceToGround; - - private void Start() - { - - anim = GetComponent<Animator>(); - - } - - private void OnAnimatorIK(int layerIndex) - { - - if (anim) - { - - anim.SetIKPositionWeight(AvatarIKGoal.LeftFoot, anim.GetFloat("IKLeftFootWeight")); - anim.SetIKRotationWeight(AvatarIKGoal.LeftFoot, anim.GetFloat("IKLeftFootWeight")); - anim.SetIKPositionWeight(AvatarIKGoal.RightFoot, anim.GetFloat("IKRightFootWeight")); - anim.SetIKRotationWeight(AvatarIKGoal.RightFoot, anim.GetFloat("IKRightFootWeight")); - - // Left Foot - RaycastHit hit; - Ray ray = new Ray(anim.GetIKPosition(AvatarIKGoal.LeftFoot) + Vector3.up, Vector3.down); - if (Physics.Raycast(ray, out hit, DistanceToGround + 1f, layerMask)) - { - if (hit.transform.tag == "Walkable") - { - Vector3 footOriginForward = anim.GetBoneTransform(HumanBodyBones.LeftFoot).forward; - Vector3 footPosition = hit.point; - footPosition.y += DistanceToGround; - anim.SetIKPosition(AvatarIKGoal.LeftFoot, footPosition); - anim.SetIKRotation(AvatarIKGoal.LeftFoot, Quaternion.LookRotation(footOriginForward - Vector3.Dot(footOriginForward, hit.normal) *(hit.normal), hit.normal)); - } - } - - // Right Foot - ray = new Ray(anim.GetIKPosition(AvatarIKGoal.RightFoot) + Vector3.up, Vector3.down); - if (Physics.Raycast(ray, out hit, DistanceToGround + 1f, layerMask)) - { - - if (hit.transform.tag == "Walkable") - { - Vector3 footOriginForward = anim.GetBoneTransform(HumanBodyBones.RightFoot).forward; - Vector3 footPosition = hit.point; - footPosition.y += DistanceToGround; - anim.SetIKPosition(AvatarIKGoal.RightFoot, footPosition); - anim.SetIKRotation(AvatarIKGoal.RightFoot, Quaternion.LookRotation(footOriginForward - Vector3.Dot(footOriginForward, hit.normal) * (hit.normal), hit.normal)); - } - - } - - - } - - } - +using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class FootIKTest : MonoBehaviour
+{
+
+ Animator anim;
+
+ public LayerMask layerMask;
+
+ [Range(0, 1f)]
+ public float DistanceToGround;
+
+ private void Start()
+ {
+
+ anim = GetComponent<Animator>();
+
+ }
+
+ private void OnAnimatorIK(int layerIndex)
+ {
+
+ if (anim)
+ {
+
+ anim.SetIKPositionWeight(AvatarIKGoal.LeftFoot, anim.GetFloat("IKLeftFootWeight"));
+ anim.SetIKRotationWeight(AvatarIKGoal.LeftFoot, anim.GetFloat("IKLeftFootWeight"));
+ anim.SetIKPositionWeight(AvatarIKGoal.RightFoot, anim.GetFloat("IKRightFootWeight"));
+ anim.SetIKRotationWeight(AvatarIKGoal.RightFoot, anim.GetFloat("IKRightFootWeight"));
+
+ // Left Foot
+ RaycastHit hit;
+ Ray ray = new Ray(anim.GetIKPosition(AvatarIKGoal.LeftFoot) + Vector3.up, Vector3.down);
+ if (Physics.Raycast(ray, out hit, DistanceToGround + 1f, layerMask))
+ {
+ if (hit.transform.tag == "Walkable")
+ {
+ Vector3 footOriginForward = anim.GetBoneTransform(HumanBodyBones.LeftFoot).forward;
+ Vector3 footPosition = hit.point;
+ footPosition.y += DistanceToGround;
+ anim.SetIKPosition(AvatarIKGoal.LeftFoot, footPosition);
+ anim.SetIKRotation(AvatarIKGoal.LeftFoot, Quaternion.LookRotation(footOriginForward - Vector3.Dot(footOriginForward, hit.normal) *(hit.normal), hit.normal));
+ }
+ }
+
+ // Right Foot
+ ray = new Ray(anim.GetIKPosition(AvatarIKGoal.RightFoot) + Vector3.up, Vector3.down);
+ if (Physics.Raycast(ray, out hit, DistanceToGround + 1f, layerMask))
+ {
+
+ if (hit.transform.tag == "Walkable")
+ {
+ Vector3 footOriginForward = anim.GetBoneTransform(HumanBodyBones.RightFoot).forward;
+ Vector3 footPosition = hit.point;
+ footPosition.y += DistanceToGround;
+ anim.SetIKPosition(AvatarIKGoal.RightFoot, footPosition);
+ anim.SetIKRotation(AvatarIKGoal.RightFoot, Quaternion.LookRotation(footOriginForward - Vector3.Dot(footOriginForward, hit.normal) * (hit.normal), hit.normal));
+ }
+
+ }
+
+
+ }
+
+ }
+
}
\ No newline at end of file diff --git a/Assets/Scripts/Test/HitBoxTest.cs b/Assets/Scripts/Test/HitBoxTest.cs index 57b0d1af..139ec287 100644 --- a/Assets/Scripts/Test/HitBoxTest.cs +++ b/Assets/Scripts/Test/HitBoxTest.cs @@ -1,36 +1,36 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -// AABB hitbox -public class HitBoxTest : MonoBehaviour -{ - public bool DrawGizmo; - - [SerializeField] - private bool m_IsActive; - - [SerializeField] - private Vector3 m_TopLeft, m_RightBottom; - - private void OnDrawGizmos() - { - if (!DrawGizmo) return; - Gizmos.color = Color.green; - Vector3 topleft = transform.position + m_TopLeft; - Vector3 rightbottom = transform.position + m_RightBottom; - Gizmos.DrawCube((topleft + rightbottom) / 2, rightbottom - topleft); - } - - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - } -} +using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+// AABB hitbox
+public class HitBoxTest : MonoBehaviour
+{
+ public bool DrawGizmo;
+
+ [SerializeField]
+ private bool m_IsActive;
+
+ [SerializeField]
+ private Vector3 m_TopLeft, m_RightBottom;
+
+ private void OnDrawGizmos()
+ {
+ if (!DrawGizmo) return;
+ Gizmos.color = Color.green;
+ Vector3 topleft = transform.position + m_TopLeft;
+ Vector3 rightbottom = transform.position + m_RightBottom;
+ Gizmos.DrawCube((topleft + rightbottom) / 2, rightbottom - topleft);
+ }
+
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
diff --git a/Assets/Scripts/Test/IKTest.cs b/Assets/Scripts/Test/IKTest.cs index 4e203be9..fdc5c2a3 100644 --- a/Assets/Scripts/Test/IKTest.cs +++ b/Assets/Scripts/Test/IKTest.cs @@ -1,33 +1,33 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class IKTest : MonoBehaviour -{ - public GameObject Go_FootIK; - [Range(0,1)] - public float IKWeight; - - private Animator animator; - - private void Start() - { - - } - - private void OnAnimatorIK(int layerIndex) - { - if(animator == null) - { - animator = GetComponent<Animator>(); - } - - animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, IKWeight); - animator.SetIKPosition(AvatarIKGoal.LeftFoot, Go_FootIK.transform.position); - - animator.SetIKRotationWeight(AvatarIKGoal.LeftFoot, IKWeight); - animator.SetIKRotation(AvatarIKGoal.LeftFoot, Go_FootIK.transform.rotation); - - } - -} +using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class IKTest : MonoBehaviour
+{
+ public GameObject Go_FootIK;
+ [Range(0,1)]
+ public float IKWeight;
+
+ private Animator animator;
+
+ private void Start()
+ {
+
+ }
+
+ private void OnAnimatorIK(int layerIndex)
+ {
+ if(animator == null)
+ {
+ animator = GetComponent<Animator>();
+ }
+
+ animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, IKWeight);
+ animator.SetIKPosition(AvatarIKGoal.LeftFoot, Go_FootIK.transform.position);
+
+ animator.SetIKRotationWeight(AvatarIKGoal.LeftFoot, IKWeight);
+ animator.SetIKRotation(AvatarIKGoal.LeftFoot, Go_FootIK.transform.rotation);
+
+ }
+
+}
diff --git a/Assets/Scripts/Test/PhysicsWorldTest.cs b/Assets/Scripts/Test/PhysicsWorldTest.cs new file mode 100644 index 00000000..7c177213 --- /dev/null +++ b/Assets/Scripts/Test/PhysicsWorldTest.cs @@ -0,0 +1,18 @@ +using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class PhysicsWorldTest : MonoBehaviour
+{
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
diff --git a/Assets/Scripts/Test/PhysicsWorldTest.cs.meta b/Assets/Scripts/Test/PhysicsWorldTest.cs.meta new file mode 100644 index 00000000..6e113c78 --- /dev/null +++ b/Assets/Scripts/Test/PhysicsWorldTest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bef3db5279f15c347a57f806171eaa33 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Test/RootConstainTest.cs b/Assets/Scripts/Test/RootConstainTest.cs index 43c22b67..3de174ee 100644 --- a/Assets/Scripts/Test/RootConstainTest.cs +++ b/Assets/Scripts/Test/RootConstainTest.cs @@ -1,35 +1,35 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class RootConstainTest : MonoBehaviour -{ - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - } - - private void OnAnimatorMove() - { - Animator animator = GetComponent<Animator>(); - - // 约束z=0 - if (animator) - { - //animator.ApplyBuiltinRootMotion(); - transform.position += new Vector3(animator.deltaPosition.x, animator.deltaPosition.y, 0); - transform.forward = animator.deltaRotation * transform.forward; - Vector3 euler = animator.deltaRotation.ToEuler(); - euler.x = euler.z = euler.y = 0; - transform.rotation *= Quaternion.Euler(euler); - } - } - -} +using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class RootConstainTest : MonoBehaviour
+{
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+
+ private void OnAnimatorMove()
+ {
+ Animator animator = GetComponent<Animator>();
+
+ // 约束z=0
+ if (animator)
+ {
+ //animator.ApplyBuiltinRootMotion();
+ transform.position += new Vector3(animator.deltaPosition.x, animator.deltaPosition.y, 0);
+ transform.forward = animator.deltaRotation * transform.forward;
+ Vector3 euler = animator.deltaRotation.ToEuler();
+ euler.x = euler.z = euler.y = 0;
+ transform.rotation *= Quaternion.Euler(euler);
+ }
+ }
+
+}
diff --git a/Assets/Scripts/Test/SaionjiScript.cs b/Assets/Scripts/Test/SaionjiScript.cs index be2fdd59..67a042bd 100644 --- a/Assets/Scripts/Test/SaionjiScript.cs +++ b/Assets/Scripts/Test/SaionjiScript.cs @@ -1,25 +1,25 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class SaionjiScript : MonoBehaviour -{ - - - // Start is called before the first frame update - void Start() - { - - } - - private void OnCollisionEnter(Collision collision) - { - Debug.Log("OnCollisionEnter()"); - } - - private void OnTriggerEnter(Collider other) - { - Debug.Log("OnTriggerEnter()"); - } - -} +using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class SaionjiScript : MonoBehaviour
+{
+ HitBoxTest hitbox;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ private void OnCollisionEnter(Collision collision)
+ {
+ Debug.Log("OnCollisionEnter()");
+ }
+
+ private void OnTriggerEnter(Collider other)
+ {
+ Debug.Log("OnTriggerEnter()");
+ }
+
+}
diff --git a/Assets/ThirdParty/Demigiant/DOTween/DOTween.XML b/Assets/ThirdParty/Demigiant/DOTween/DOTween.XML index dfd017bc..74ae353b 100644 --- a/Assets/ThirdParty/Demigiant/DOTween/DOTween.XML +++ b/Assets/ThirdParty/Demigiant/DOTween/DOTween.XML @@ -1,2207 +1,2207 @@ -<?xml version="1.0"?> -<doc> - <assembly> - <name>DOTween</name> - </assembly> - <members> - <member name="T:DG.Tweening.UpdateType"> - <summary> - Update type - </summary> - </member> - <member name="F:DG.Tweening.UpdateType.Normal"> - <summary>Updates every frame during Update calls</summary> - </member> - <member name="F:DG.Tweening.UpdateType.Late"> - <summary>Updates every frame during LateUpdate calls</summary> - </member> - <member name="F:DG.Tweening.UpdateType.Fixed"> - <summary>Updates using FixedUpdate calls</summary> - </member> - <member name="T:DG.Tweening.PathMode"> - <summary> - Path mode (used to determine correct LookAt orientation) - </summary> - </member> - <member name="F:DG.Tweening.PathMode.Ignore"> - <summary>Ignores the path mode (and thus LookAt behaviour)</summary> - </member> - <member name="F:DG.Tweening.PathMode.Full3D"> - <summary>Regular 3D path</summary> - </member> - <member name="F:DG.Tweening.PathMode.TopDown2D"> - <summary>2D top-down path</summary> - </member> - <member name="F:DG.Tweening.PathMode.Sidescroller2D"> - <summary>2D side-scroller path</summary> - </member> - <member name="T:DG.Tweening.TweenType"> - <summary> - Used internally - </summary> - </member> - <member name="T:DG.Tweening.TweenParams"> - <summary> - This class serves only as a utility class to store tween settings to apply on multiple tweens. - It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining - </summary> - </member> - <member name="F:DG.Tweening.TweenParams.Params"> - <summary>A variable you can eventually Clear and reuse when needed, - to avoid instantiating TweenParams objects</summary> - </member> - <member name="M:DG.Tweening.TweenParams.#ctor"> - <summary>Creates a new TweenParams object, which you can use to store tween settings - to pass to multiple tweens via <code>myTween.SetAs(myTweenParms)</code></summary> - </member> - <member name="M:DG.Tweening.TweenParams.Clear"> - <summary>Clears and resets this TweenParams instance using default values, - so it can be reused without instantiating another one</summary> - </member> - <member name="M:DG.Tweening.TweenParams.SetAutoKill(System.Boolean)"> - <summary>Sets the autoKill behaviour of the tween. - Has no effect if the tween has already started</summary> - <param name="autoKillOnCompletion">If TRUE the tween will be automatically killed when complete</param> - </member> - <member name="M:DG.Tweening.TweenParams.SetId(System.Object)"> - <summary>Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.</summary> - <param name="id">The ID to assign to this tween. Can be an int, a string, an object or anything else.</param> - </member> - <member name="M:DG.Tweening.TweenParams.SetTarget(System.Object)"> - <summary>Sets the target for the tween, which can then be used as a filter with DOTween's static methods. - <para>IMPORTANT: use it with caution. If you just want to set an ID for the tween use <code>SetId</code> instead.</para> - When using shorcuts the shortcut target is already assigned as the tween's target, - so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.</summary> - <param name="target">The target to assign to this tween. Can be an int, a string, an object or anything else.</param> - </member> - <member name="M:DG.Tweening.TweenParams.SetLoops(System.Int32,System.Nullable{DG.Tweening.LoopType})"> - <summary>Sets the looping options for the tween. - Has no effect if the tween has already started</summary> - <param name="loops">Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)</param> - <param name="loopType">Loop behaviour type (default: LoopType.Restart)</param> - </member> - <member name="M:DG.Tweening.TweenParams.SetEase(DG.Tweening.Ease,System.Nullable{System.Single},System.Nullable{System.Single})"> - <summary>Sets the ease of the tween. - <para>If applied to Sequences eases the whole sequence animation</para></summary> - <param name="overshootOrAmplitude">Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158)</param> - <param name="period">Eventual period to use with Elastic easeType (default is 0)</param> - </member> - <member name="M:DG.Tweening.TweenParams.SetEase(UnityEngine.AnimationCurve)"> - <summary>Sets the ease of the tween using an AnimationCurve. - <para>If applied to Sequences eases the whole sequence animation</para></summary> - </member> - <member name="M:DG.Tweening.TweenParams.SetEase(DG.Tweening.EaseFunction)"> - <summary>Sets the ease of the tween using a custom ease function. - <para>If applied to Sequences eases the whole sequence animation</para></summary> - </member> - <member name="M:DG.Tweening.TweenParams.SetRecyclable(System.Boolean)"> - <summary>Sets the recycling behaviour for the tween.</summary> - <param name="recyclable">If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.</param> - </member> - <member name="M:DG.Tweening.TweenParams.SetUpdate(System.Boolean)"> - <summary>Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed) - and lets you choose if it should be independent from Unity's Time.timeScale</summary> - <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param> - </member> - <member name="M:DG.Tweening.TweenParams.SetUpdate(DG.Tweening.UpdateType,System.Boolean)"> - <summary>Sets the type of update (default or independent) for the tween</summary> - <param name="updateType">The type of update (default: UpdateType.Normal)</param> - <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param> - </member> - <member name="M:DG.Tweening.TweenParams.OnStart(DG.Tweening.TweenCallback)"> - <summary>Sets the onStart callback for the tween. - Called the first time the tween is set in a playing state, after any eventual delay</summary> - </member> - <member name="M:DG.Tweening.TweenParams.OnPlay(DG.Tweening.TweenCallback)"> - <summary>Sets the onPlay callback for the tween. - Called when the tween is set in a playing state, after any eventual delay. - Also called each time the tween resumes playing from a paused state</summary> - </member> - <member name="M:DG.Tweening.TweenParams.OnRewind(DG.Tweening.TweenCallback)"> - <summary>Sets the onRewind callback for the tween. - Called when the tween is rewinded, - either by calling <code>Rewind</code> or by reaching the start position while playing backwards. - Rewinding a tween that is already rewinded will not fire this callback</summary> - </member> - <member name="M:DG.Tweening.TweenParams.OnUpdate(DG.Tweening.TweenCallback)"> - <summary>Sets the onUpdate callback for the tween. - Called each time the tween updates</summary> - </member> - <member name="M:DG.Tweening.TweenParams.OnStepComplete(DG.Tweening.TweenCallback)"> - <summary>Sets the onStepComplete callback for the tween. - Called the moment the tween completes one loop cycle, even when going backwards</summary> - </member> - <member name="M:DG.Tweening.TweenParams.OnComplete(DG.Tweening.TweenCallback)"> - <summary>Sets the onComplete callback for the tween. - Called the moment the tween reaches its final forward position, loops included</summary> - </member> - <member name="M:DG.Tweening.TweenParams.OnKill(DG.Tweening.TweenCallback)"> - <summary>Sets the onKill callback for the tween. - Called the moment the tween is killed</summary> - </member> - <member name="M:DG.Tweening.TweenParams.OnWaypointChange(DG.Tweening.TweenCallback{System.Int32})"> - <summary>Sets the onWaypointChange callback for the tween. - Called when a path tween reaches a new waypoint</summary> - </member> - <member name="M:DG.Tweening.TweenParams.SetDelay(System.Single)"> - <summary>Sets a delayed startup for the tween. - <para>Has no effect on Sequences or if the tween has already started</para></summary> - </member> - <member name="M:DG.Tweening.TweenParams.SetRelative(System.Boolean)"> - <summary>If isRelative is TRUE sets the tween as relative - (the endValue will be calculated as <code>startValue + endValue</code> instead than being used directly). - <para>Has no effect on Sequences or if the tween has already started</para></summary> - </member> - <member name="M:DG.Tweening.TweenParams.SetSpeedBased(System.Boolean)"> - <summary>If isSpeedBased is TRUE sets the tween as speed based - (the duration will represent the number of units the tween moves x second). - <para>Has no effect on Sequences, nested tweens, or if the tween has already started</para></summary> - </member> - <member name="T:DG.Tweening.Core.DOTweenComponent"> - <summary> - Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween). - Contains all instance-based methods - </summary> - </member> - <member name="T:DG.Tweening.IDOTweenInit"> - <summary> - Used to allow method chaining with DOTween.Init - </summary> - </member> - <member name="M:DG.Tweening.IDOTweenInit.SetCapacity(System.Int32,System.Int32)"> - <summary> - Directly sets the current max capacity of Tweeners and Sequences - (meaning how many Tweeners and Sequences can be running at the same time), - so that DOTween doesn't need to automatically increase them in case the max is reached - (which might lead to hiccups when that happens). - Sequences capacity must be less or equal to Tweeners capacity - (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). - Beware: use this method only when there are no tweens running. - </summary> - <param name="tweenersCapacity">Max Tweeners capacity. - Default: 200</param> - <param name="sequencesCapacity">Max Sequences capacity. - Default: 50</param> - </member> - <member name="F:DG.Tweening.Core.DOTweenComponent.inspectorUpdater"> - <summary>Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame</summary> - </member> - <member name="M:DG.Tweening.Core.DOTweenComponent.SetCapacity(System.Int32,System.Int32)"> - <summary> - Directly sets the current max capacity of Tweeners and Sequences - (meaning how many Tweeners and Sequences can be running at the same time), - so that DOTween doesn't need to automatically increase them in case the max is reached - (which might lead to hiccups when that happens). - Sequences capacity must be less or equal to Tweeners capacity - (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). - Beware: use this method only when there are no tweens running. - </summary> - <param name="tweenersCapacity">Max Tweeners capacity. - Default: 200</param> - <param name="sequencesCapacity">Max Sequences capacity. - Default: 50</param> - </member> - <member name="T:DG.Tweening.Core.Debugger"> - <summary> - Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation) - </summary> - </member> - <member name="T:DG.Tweening.Sequence"> - <summary> - Controls other tweens as a group - </summary> - </member> - <member name="T:DG.Tweening.Tween"> - <summary> - Indicates either a Tweener or a Sequence - </summary> - </member> - <member name="F:DG.Tweening.Core.ABSSequentiable.onStart"> - <summary>Called the first time the tween is set in a playing state, after any eventual delay</summary> - </member> - <member name="F:DG.Tweening.Tween.timeScale"> - <summary>TimeScale for the tween</summary> - </member> - <member name="F:DG.Tweening.Tween.isBackwards"> - <summary>If TRUE the tween wil go backwards</summary> - </member> - <member name="F:DG.Tweening.Tween.id"> - <summary>Id (usable for filtering with DOTween static methods). Can be an int, a string, an object, or anything else</summary> - </member> - <member name="F:DG.Tweening.Tween.target"> - <summary>Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shorcuts</summary> - </member> - <member name="F:DG.Tweening.Tween.onPlay"> - <summary>Called when the tween is set in a playing state, after any eventual delay. - Also called each time the tween resumes playing from a paused state</summary> - </member> - <member name="F:DG.Tweening.Tween.onPause"> - <summary>Called when the tween state changes from playing to paused. - If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.</summary> - </member> - <member name="F:DG.Tweening.Tween.onRewind"> - <summary>Called when the tween is rewinded, - either by calling <code>Rewind</code> or by reaching the start position while playing backwards. - Rewinding a tween that is already rewinded will not fire this callback</summary> - </member> - <member name="F:DG.Tweening.Tween.onUpdate"> - <summary>Called each time the tween updates</summary> - </member> - <member name="F:DG.Tweening.Tween.onStepComplete"> - <summary>Called the moment the tween completes one loop cycle</summary> - </member> - <member name="F:DG.Tweening.Tween.onComplete"> - <summary>Called the moment the tween reaches completion (loops included)</summary> - </member> - <member name="F:DG.Tweening.Tween.onKill"> - <summary>Called the moment the tween is killed</summary> - </member> - <member name="F:DG.Tweening.Tween.onWaypointChange"> - <summary>Called when a path tween's current waypoint changes</summary> - </member> - <member name="P:DG.Tweening.Tween.fullPosition"> - <summary>Gets and sets the time position (loops included, delays excluded) of the tween</summary> - </member> - <member name="T:DG.Tweening.RotateMode"> - <summary> - Rotation mode used with DORotate methods - </summary> - </member> - <member name="F:DG.Tweening.RotateMode.Fast"> - <summary> - Fastest way that never rotates beyond 360° - </summary> - </member> - <member name="F:DG.Tweening.RotateMode.FastBeyond360"> - <summary> - Fastest way that rotates beyond 360° - </summary> - </member> - <member name="F:DG.Tweening.RotateMode.WorldAxisAdd"> - <summary> - Adds the given rotation to the transform using world axis and an advanced precision mode - (like when using transform.Rotate(Space.World)). - <para>In this mode the end value is is always considered relative</para> - </summary> - </member> - <member name="F:DG.Tweening.RotateMode.LocalAxisAdd"> - <summary> - Adds the given rotation to the transform's local axis - (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)). - <para>In this mode the end value is is always considered relative</para> - </summary> - </member> - <member name="T:DG.Tweening.Plugins.Vector3ArrayPlugin"> - <summary> - This plugin generates some GC allocations at startup - </summary> - </member> - <member name="F:DG.Tweening.Ease.INTERNAL_Zero"> - <summary> - Don't assign this! It's assigned automatically when creating 0 duration tweens - </summary> - </member> - <member name="F:DG.Tweening.Ease.INTERNAL_Custom"> - <summary> - Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function - </summary> - </member> - <member name="T:DG.Tweening.LogBehaviour"> - <summary> - Types of log behaviours - </summary> - </member> - <member name="F:DG.Tweening.LogBehaviour.Default"> - <summary>Log only warnings and errors</summary> - </member> - <member name="F:DG.Tweening.LogBehaviour.Verbose"> - <summary>Log warnings, errors and additional infos</summary> - </member> - <member name="F:DG.Tweening.LogBehaviour.ErrorsOnly"> - <summary>Log only errors</summary> - </member> - <member name="T:DG.Tweening.TweenSettingsExtensions"> - <summary> - Methods that extend Tween objects and allow to set their parameters - </summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetAutoKill``1(``0)"> - <summary>Sets the autoKill behaviour of the tween. - Has no effect if the tween has already started</summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetAutoKill``1(``0,System.Boolean)"> - <summary>Sets the autoKill behaviour of the tween. - Has no effect if the tween has already started</summary> - <param name="autoKillOnCompletion">If TRUE the tween will be automatically killed when complete</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetId``1(``0,System.Object)"> - <summary>Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.</summary> - <param name="id">The ID to assign to this tween. Can be an int, a string, an object or anything else.</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetTarget``1(``0,System.Object)"> - <summary>Sets the target for the tween, which can then be used as a filter with DOTween's static methods. - <para>IMPORTANT: use it with caution. If you just want to set an ID for the tween use <code>SetId</code> instead.</para> - When using shorcuts the shortcut target is already assigned as the tween's target, - so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.</summary> - <param name="target">The target to assign to this tween. Can be an int, a string, an object or anything else.</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetLoops``1(``0,System.Int32)"> - <summary>Sets the looping options for the tween. - Has no effect if the tween has already started</summary> - <param name="loops">Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetLoops``1(``0,System.Int32,DG.Tweening.LoopType)"> - <summary>Sets the looping options for the tween. - Has no effect if the tween has already started</summary> - <param name="loops">Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)</param> - <param name="loopType">Loop behaviour type (default: LoopType.Restart)</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease)"> - <summary>Sets the ease of the tween. - <para>If applied to Sequences eases the whole sequence animation</para></summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease,System.Single)"> - <summary>Sets the ease of the tween. - <para>If applied to Sequences eases the whole sequence animation</para></summary> - <param name="overshoot">Eventual overshoot to use with Back ease (default is 1.70158)</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease,System.Single,System.Single)"> - <summary>Sets the ease of the tween. - <para>If applied to Sequences eases the whole sequence animation</para></summary> - <param name="amplitude">Eventual amplitude to use with Elastic easeType (default is 1.70158)</param> - <param name="period">Eventual period to use with Elastic easeType (default is 0)</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,UnityEngine.AnimationCurve)"> - <summary>Sets the ease of the tween using an AnimationCurve. - <para>If applied to Sequences eases the whole sequence animation</para></summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.EaseFunction)"> - <summary>Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1). - <para>If applied to Sequences eases the whole sequence animation</para></summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetRecyclable``1(``0)"> - <summary>Allows the tween to be recycled after being killed.</summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetRecyclable``1(``0,System.Boolean)"> - <summary>Sets the recycling behaviour for the tween.</summary> - <param name="recyclable">If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,System.Boolean)"> - <summary>Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale</summary> - <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,DG.Tweening.UpdateType)"> - <summary>Sets the type of update for the tween</summary> - <param name="updateType">The type of update (defalt: UpdateType.Normal)</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,DG.Tweening.UpdateType,System.Boolean)"> - <summary>Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale</summary> - <param name="updateType">The type of update</param> - <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.OnStart``1(``0,DG.Tweening.TweenCallback)"> - <summary>Sets the onStart callback for the tween. - Called the first time the tween is set in a playing state, after any eventual delay</summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.OnPlay``1(``0,DG.Tweening.TweenCallback)"> - <summary>Sets the onPlay callback for the tween. - Called when the tween is set in a playing state, after any eventual delay. - Also called each time the tween resumes playing from a paused state</summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.OnPause``1(``0,DG.Tweening.TweenCallback)"> - <summary>Sets the onPlay callback for the tween. - Called when the tween state changes from playing to paused. - If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.</summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.OnRewind``1(``0,DG.Tweening.TweenCallback)"> - <summary>Sets the onRewind callback for the tween. - Called when the tween is rewinded, - either by calling <code>Rewind</code> or by reaching the start position while playing backwards. - Rewinding a tween that is already rewinded will not fire this callback</summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.OnUpdate``1(``0,DG.Tweening.TweenCallback)"> - <summary>Sets the onUpdate callback for the tween. - Called each time the tween updates</summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.OnStepComplete``1(``0,DG.Tweening.TweenCallback)"> - <summary>Sets the onStepComplete callback for the tween. - Called the moment the tween completes one loop cycle, even when going backwards</summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.OnComplete``1(``0,DG.Tweening.TweenCallback)"> - <summary>Sets the onComplete callback for the tween. - Called the moment the tween reaches its final forward position, loops included</summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.OnKill``1(``0,DG.Tweening.TweenCallback)"> - <summary>Sets the onKill callback for the tween. - Called the moment the tween is killed</summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.OnWaypointChange``1(``0,DG.Tweening.TweenCallback{System.Int32})"> - <summary>Sets the onWaypointChange callback for the tween. - Called when a path tween's current waypoint changes</summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetAs``1(``0,DG.Tweening.Tween)"> - <summary>Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one. - Doesn't copy specific SetOptions settings: those will need to be applied manually each time. - <para>Has no effect if the tween has already started.</para> - NOTE: the tween's <code>target</code> will not be changed</summary> - <param name="asTween">Tween from which to copy the parameters</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetAs``1(``0,DG.Tweening.TweenParams)"> - <summary>Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams. - <para>Has no effect if the tween has already started.</para></summary> - <param name="tweenParams">TweenParams from which to copy the parameters</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.Append(DG.Tweening.Sequence,DG.Tweening.Tween)"> - <summary>Adds the given tween to the end of the Sequence. - Has no effect if the Sequence has already started</summary> - <param name="t">The tween to append</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.Prepend(DG.Tweening.Sequence,DG.Tweening.Tween)"> - <summary>Adds the given tween to the beginning of the Sequence, pushing forward the other nested content. - Has no effect if the Sequence has already started</summary> - <param name="t">The tween to prepend</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.Join(DG.Tweening.Sequence,DG.Tweening.Tween)"> - <summary>Inserts the given tween at the same time position of the last tween added to the Sequence. - Has no effect if the Sequence has already started</summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.Insert(DG.Tweening.Sequence,System.Single,DG.Tweening.Tween)"> - <summary>Inserts the given tween at the given time position in the Sequence, - automatically adding an interval if needed. - Has no effect if the Sequence has already started</summary> - <param name="atPosition">The time position where the tween will be placed</param> - <param name="t">The tween to insert</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.AppendInterval(DG.Tweening.Sequence,System.Single)"> - <summary>Adds the given interval to the end of the Sequence. - Has no effect if the Sequence has already started</summary> - <param name="interval">The interval duration</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.PrependInterval(DG.Tweening.Sequence,System.Single)"> - <summary>Adds the given interval to the beginning of the Sequence, pushing forward the other nested content. - Has no effect if the Sequence has already started</summary> - <param name="interval">The interval duration</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.AppendCallback(DG.Tweening.Sequence,DG.Tweening.TweenCallback)"> - <summary>Adds the given callback to the end of the Sequence. - Has no effect if the Sequence has already started</summary> - <param name="callback">The callback to append</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.PrependCallback(DG.Tweening.Sequence,DG.Tweening.TweenCallback)"> - <summary>Adds the given callback to the beginning of the Sequence, pushing forward the other nested content. - Has no effect if the Sequence has already started</summary> - <param name="callback">The callback to prepend</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.InsertCallback(DG.Tweening.Sequence,System.Single,DG.Tweening.TweenCallback)"> - <summary>Inserts the given callback at the given time position in the Sequence, - automatically adding an interval if needed. - Has no effect if the Sequence has already started</summary> - <param name="atPosition">The time position where the callback will be placed</param> - <param name="callback">The callback to insert</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.From``1(``0)"> - <summary>Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue - then immediately sends the target to the previously set endValue.</summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.From``1(``0,System.Boolean)"> - <summary>Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue - then immediately sends the target to the previously set endValue.</summary> - <param name="isRelative">If TRUE the FROM value will be calculated as relative to the current one</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetDelay``1(``0,System.Single)"> - <summary>Sets a delayed startup for the tween. - <para>Has no effect on Sequences or if the tween has already started</para></summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetRelative``1(``0)"> - <summary>Sets the tween as relative - (the endValue will be calculated as <code>startValue + endValue</code> instead than being used directly). - <para>Has no effect on Sequences or if the tween has already started</para></summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetRelative``1(``0,System.Boolean)"> - <summary>If isRelative is TRUE sets the tween as relative - (the endValue will be calculated as <code>startValue + endValue</code> instead than being used directly). - <para>Has no effect on Sequences or if the tween has already started</para></summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetSpeedBased``1(``0)"> - <summary>If isSpeedBased is TRUE sets the tween as speed based - (the duration will represent the number of units the tween moves x second). - <para>Has no effect on Sequences, nested tweens, or if the tween has already started</para></summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetSpeedBased``1(``0,System.Boolean)"> - <summary>If isSpeedBased is TRUE sets the tween as speed based - (the duration will represent the number of units the tween moves x second). - <para>Has no effect on Sequences, nested tweens, or if the tween has already started</para></summary> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{System.Single,System.Single,DG.Tweening.Plugins.Options.FloatOptions},System.Boolean)"> - <summary>Options for float tweens</summary> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)"> - <summary>Options for Vector2 tweens</summary> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)"> - <summary>Options for Vector2 tweens</summary> - <param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)"> - <summary>Options for Vector3 tweens</summary> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)"> - <summary>Options for Vector3 tweens</summary> - <param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)"> - <summary>Options for Vector4 tweens</summary> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)"> - <summary>Options for Vector4 tweens</summary> - <param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Vector3,DG.Tweening.Plugins.Options.QuaternionOptions},System.Boolean)"> - <summary>Options for Quaternion tweens</summary> - <param name="useShortest360Route">If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°. - If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Color,UnityEngine.Color,DG.Tweening.Plugins.Options.ColorOptions},System.Boolean)"> - <summary>Options for Color tweens</summary> - <param name="alphaOnly">If TRUE only the alpha value of the color will be tweened</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Rect,UnityEngine.Rect,DG.Tweening.Plugins.Options.RectOptions},System.Boolean)"> - <summary>Options for Vector4 tweens</summary> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{System.String,System.String,DG.Tweening.Plugins.Options.StringOptions},System.Boolean,DG.Tweening.ScrambleMode,System.String)"> - <summary>Options for Vector4 tweens</summary> - <param name="richTextEnabled">If TRUE, rich text will be interpreted correctly while animated, - otherwise all tags will be considered as normal text</param> - <param name="scrambleMode">The type of scramble to use, if any</param> - <param name="scrambleChars">A string containing the characters to use for scrambling. - Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. - Leave it to NULL to use default ones</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3[],DG.Tweening.Plugins.Options.Vector3ArrayOptions},System.Boolean)"> - <summary>Options for Vector3Array tweens</summary> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3[],DG.Tweening.Plugins.Options.Vector3ArrayOptions},DG.Tweening.AxisConstraint,System.Boolean)"> - <summary>Options for Vector3Array tweens</summary> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},DG.Tweening.AxisConstraint,DG.Tweening.AxisConstraint)"> - <summary>Options for Path tweens (created via the <code>DOPath</code> shortcut)</summary> - <param name="lockPosition">The eventual movement axis to lock. You can input multiple axis if you separate them like this: - <para>AxisConstrain.X | AxisConstraint.Y</para></param> - <param name="lockRotation">The eventual rotation axis to lock. You can input multiple axis if you separate them like this: - <para>AxisConstrain.X | AxisConstraint.Y</para></param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},System.Boolean,DG.Tweening.AxisConstraint,DG.Tweening.AxisConstraint)"> - <summary>Options for Path tweens (created via the <code>DOPath</code> shortcut)</summary> - <param name="closePath">If TRUE the path will be automatically closed</param> - <param name="lockPosition">The eventual movement axis to lock. You can input multiple axis if you separate them like this: - <para>AxisConstrain.X | AxisConstraint.Y</para></param> - <param name="lockRotation">The eventual rotation axis to lock. You can input multiple axis if you separate them like this: - <para>AxisConstrain.X | AxisConstraint.Y</para></param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Vector3})"> - <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut). - Orients the target towards the given position. - Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary> - <param name="lookAtPosition">The position to look at</param> - <param name="forwardDirection">The eventual direction to consider as "forward". - If left to NULL defaults to the regular forward side of the transform</param> - <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},UnityEngine.Transform,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Vector3})"> - <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut). - Orients the target towards another transform. - Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary> - <param name="lookAtTransform">The transform to look at</param> - <param name="forwardDirection">The eventual direction to consider as "forward". - If left to NULL defaults to the regular forward side of the transform</param> - <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> - </member> - <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},System.Single,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Vector3})"> - <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut). - Orients the target to the path, with the given lookAhead. - Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary> - <param name="lookAhead">The percentage of lookAhead to use (0 to 1)</param> - <param name="forwardDirection">The eventual direction to consider as "forward". - If left to NULL defaults to the regular forward side of the transform</param> - <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> - </member> - <member name="T:DG.Tweening.TweenExtensions"> - <summary> - Methods that extend Tween objects and allow to control or get data from them - </summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.Complete(DG.Tweening.Tween)"> - <summary>Completes the tween</summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.Flip(DG.Tweening.Tween)"> - <summary>Flips the direction of this tween (backwards if it was going forward or viceversa)</summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.ForceInit(DG.Tweening.Tween)"> - <summary>Forces the tween to initialize its settings immediately</summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.Goto(DG.Tweening.Tween,System.Single,System.Boolean)"> - <summary>Send the tween to the given position in time</summary> - <param name="to">Time position to reach - (if higher than the whole tween duration the tween will simply reach its end)</param> - <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param> - </member> - <member name="M:DG.Tweening.TweenExtensions.Kill(DG.Tweening.Tween,System.Boolean)"> - <summary>Kills the tween</summary> - <param name="complete">If TRUE completes the tween before killing it</param> - </member> - <member name="M:DG.Tweening.TweenExtensions.Pause``1(``0)"> - <summary>Pauses the tween</summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.Play``1(``0)"> - <summary>Plays the tween</summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.PlayBackwards(DG.Tweening.Tween)"> - <summary>Sets the tween in a backwards direction and plays it</summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.PlayForward(DG.Tweening.Tween)"> - <summary>Sets the tween in a forward direction and plays it</summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.Restart(DG.Tweening.Tween,System.Boolean)"> - <summary>Restarts the tween from the beginning</summary> - <param name="includeDelay">If TRUE includes the eventual tween delay, otherwise skips it</param> - </member> - <member name="M:DG.Tweening.TweenExtensions.Rewind(DG.Tweening.Tween,System.Boolean)"> - <summary>Rewinds the tween</summary> - <param name="includeDelay">If TRUE includes the eventual tween delay, otherwise skips it</param> - </member> - <member name="M:DG.Tweening.TweenExtensions.TogglePause(DG.Tweening.Tween)"> - <summary>Plays the tween if it was paused, pauses it if it was playing</summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.GotoWaypoint(DG.Tweening.Tween,System.Int32,System.Boolean)"> - <summary>Send a path tween to the given waypoint. - Has no effect if this is not a path tween. - <para>BEWARE, this is a special utility method: - it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually - (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes)</para></summary> - <param name="waypointIndex">Waypoint index to reach - (if higher than the max waypoint index the tween will simply go to the last one)</param> - <param name="andPlay">If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it</param> - </member> - <member name="M:DG.Tweening.TweenExtensions.WaitForCompletion(DG.Tweening.Tween)"> - <summary> - Creates a yield instruction that waits until the tween is killed or complete. - It can be used inside a coroutine as a yield. - <para>Example usage:</para><code>yield return myTween.WaitForCompletion();</code> - </summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.WaitForRewind(DG.Tweening.Tween)"> - <summary> - Creates a yield instruction that waits until the tween is killed or rewinded. - It can be used inside a coroutine as a yield. - <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code> - </summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.WaitForKill(DG.Tweening.Tween)"> - <summary> - Creates a yield instruction that waits until the tween is killed. - It can be used inside a coroutine as a yield. - <para>Example usage:</para><code>yield return myTween.WaitForKill();</code> - </summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.WaitForElapsedLoops(DG.Tweening.Tween,System.Int32)"> - <summary> - Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops. - It can be used inside a coroutine as a yield. - <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code> - </summary> - <param name="elapsedLoops">Elapsed loops to wait for</param> - </member> - <member name="M:DG.Tweening.TweenExtensions.WaitForPosition(DG.Tweening.Tween,System.Single)"> - <summary> - Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded). - It can be used inside a coroutine as a yield. - <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code> - </summary> - <param name="position">Position (loops included, delays excluded) to wait for</param> - </member> - <member name="M:DG.Tweening.TweenExtensions.WaitForStart(DG.Tweening.Tween)"> - <summary> - Creates a yield instruction that waits until the tween is killed or started - (meaning when the tween is set in a playing state the first time, after any eventual delay). - It can be used inside a coroutine as a yield. - <para>Example usage:</para><code>yield return myTween.WaitForStart();</code> - </summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.CompletedLoops(DG.Tweening.Tween)"> - <summary>Returns the total number of loops completed by this tween</summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.Delay(DG.Tweening.Tween)"> - <summary>Returns the eventual delay set for this tween</summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.Duration(DG.Tweening.Tween,System.Boolean)"> - <summary>Returns the duration of this tween (delays excluded). - <para>NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts</para></summary> - <param name="includeLoops">If TRUE returns the full duration loops included, - otherwise the duration of a single loop cycle</param> - </member> - <member name="M:DG.Tweening.TweenExtensions.Elapsed(DG.Tweening.Tween,System.Boolean)"> - <summary>Returns the elapsed time for this tween (delays exluded)</summary> - <param name="includeLoops">If TRUE returns the elapsed time since startup loops included, - otherwise the elapsed time within the current loop cycle</param> - </member> - <member name="M:DG.Tweening.TweenExtensions.ElapsedPercentage(DG.Tweening.Tween,System.Boolean)"> - <summary>Returns the elapsed percentage (0 to 1) of this tween (delays exluded)</summary> - <param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included, - otherwise the elapsed percentage within the current loop cycle</param> - </member> - <member name="M:DG.Tweening.TweenExtensions.ElapsedDirectionalPercentage(DG.Tweening.Tween)"> - <summary>Returns the elapsed percentage (0 to 1) of this tween (delays exluded), - based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1</summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.IsActive(DG.Tweening.Tween)"> - <summary>Returns FALSE if this tween has been killed. - <para>BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.</para> - When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL. - If you want to be sure your references are set to NULL when a tween is killed you can use the <code>OnKill</code> callback like this: - <para><code>.OnKill(()=> myTweenReference = null)</code></para></summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.IsBackwards(DG.Tweening.Tween)"> - <summary>Returns TRUE if this tween was reversed and is set to go backwards</summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.IsComplete(DG.Tweening.Tween)"> - <summary>Returns TRUE if the tween is complete - (silently fails and returns FALSE if the tween has been killed)</summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.IsInitialized(DG.Tweening.Tween)"> - <summary>Returns TRUE if this tween has been initialized</summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.IsPlaying(DG.Tweening.Tween)"> - <summary>Returns TRUE if this tween is playing</summary> - </member> - <member name="M:DG.Tweening.TweenExtensions.PathGetPoint(DG.Tweening.Tween,System.Single)"> - <summary> - Returns a point on a path based on the given path percentage - (returns <code>Vector3.zero</code> if this is not a path tween, if the tween is invalid, or if the path is not yet initialized) - A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). - You can force a path to be initialized by calling <code>myTween.ForceInit()</code>. - </summary> - <param name="pathPercentage">Percentage of the path (0 to 1) on which to get the point</param> - </member> - <member name="M:DG.Tweening.TweenExtensions.PathLength(DG.Tweening.Tween)"> - <summary> - Returns the length of a path (returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized). - A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). - You can force a path to be initialized by calling <code>myTween.ForceInit()</code>. - </summary> - </member> - <member name="T:DG.Tweening.TweenCallback"> - <summary> - Used for tween callbacks - </summary> - </member> - <member name="T:DG.Tweening.TweenCallback`1"> - <summary> - Used for tween callbacks - </summary> - </member> - <member name="T:DG.Tweening.EaseFunction"> - <summary> - Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1. - </summary> - </member> - <member name="T:DG.Tweening.Core.DOGetter`1"> - <summary> - Used in place of <c>System.Func</c>, which is not available in mscorlib. - </summary> - </member> - <member name="T:DG.Tweening.Core.DOSetter`1"> - <summary> - Used in place of <c>System.Action</c>. - </summary> - </member> - <member name="T:DG.Tweening.AutoPlay"> - <summary> - Types of autoPlay behaviours - </summary> - </member> - <member name="F:DG.Tweening.AutoPlay.None"> - <summary>No tween is automatically played</summary> - </member> - <member name="F:DG.Tweening.AutoPlay.AutoPlaySequences"> - <summary>Only Sequences are automatically played</summary> - </member> - <member name="F:DG.Tweening.AutoPlay.AutoPlayTweeners"> - <summary>Only Tweeners are automatically played</summary> - </member> - <member name="F:DG.Tweening.AutoPlay.All"> - <summary>All tweens are automatically played</summary> - </member> - <member name="T:DG.Tweening.ShortcutExtensions"> - <summary> - Methods that extend known Unity objects and allow to directly create and control tweens from their instances - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOFade(UnityEngine.AudioSource,System.Single,System.Single)"> - <summary>Tweens an AudioSource's volume to the given value. - Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOPitch(UnityEngine.AudioSource,System.Single,System.Single)"> - <summary>Tweens an AudioSource's pitch to the given value. - Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOAspect(UnityEngine.Camera,System.Single,System.Single)"> - <summary>Tweens a Camera's <code>aspect</code> to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Camera,UnityEngine.Color,System.Single)"> - <summary>Tweens a Camera's backgroundColor to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOFarClipPlane(UnityEngine.Camera,System.Single,System.Single)"> - <summary>Tweens a Camera's <code>farClipPlane</code> to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOFieldOfView(UnityEngine.Camera,System.Single,System.Single)"> - <summary>Tweens a Camera's <code>fieldOfView</code> to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DONearClipPlane(UnityEngine.Camera,System.Single,System.Single)"> - <summary>Tweens a Camera's <code>nearClipPlane</code> to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOOrthoSize(UnityEngine.Camera,System.Single,System.Single)"> - <summary>Tweens a Camera's <code>orthographicSize</code> to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOPixelRect(UnityEngine.Camera,UnityEngine.Rect,System.Single)"> - <summary>Tweens a Camera's <code>pixelRect</code> to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DORect(UnityEngine.Camera,UnityEngine.Rect,System.Single)"> - <summary>Tweens a Camera's <code>rect</code> to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single)"> - <summary>Shakes a Camera's localPosition along its relative X Y axes with the given values. - Also stores the camera as the tween's target so it can be used for filtered operations</summary> - <param name="duration">The duration of the tween</param> - <param name="strength">The shake strength</param> - <param name="vibrato">Indicates how much will the shake vibrate</param> - <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction.</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single)"> - <summary>Shakes a Camera's localPosition along its relative X Y axes with the given values. - Also stores the camera as the tween's target so it can be used for filtered operations</summary> - <param name="duration">The duration of the tween</param> - <param name="strength">The shake strength on each axis</param> - <param name="vibrato">Indicates how much will the shake vibrate</param> - <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction.</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single)"> - <summary>Shakes a Camera's localRotation. - Also stores the camera as the tween's target so it can be used for filtered operations</summary> - <param name="duration">The duration of the tween</param> - <param name="strength">The shake strength</param> - <param name="vibrato">Indicates how much will the shake vibrate</param> - <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction.</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single)"> - <summary>Shakes a Camera's localRotation. - Also stores the camera as the tween's target so it can be used for filtered operations</summary> - <param name="duration">The duration of the tween</param> - <param name="strength">The shake strength on each axis</param> - <param name="vibrato">Indicates how much will the shake vibrate</param> - <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction.</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Light,UnityEngine.Color,System.Single)"> - <summary>Tweens a Light's color to the given value. - Also stores the light as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOIntensity(UnityEngine.Light,System.Single,System.Single)"> - <summary>Tweens a Light's intensity to the given value. - Also stores the light as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOShadowStrength(UnityEngine.Light,System.Single,System.Single)"> - <summary>Tweens a Light's shadowStrength to the given value. - Also stores the light as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.LineRenderer,DG.Tweening.Color2,DG.Tweening.Color2,System.Single)"> - <summary>Tweens a LineRenderer's color to the given value. - Also stores the LineRenderer as the tween's target so it can be used for filtered operations. - <para>Note that this method requires to also insert the start colors for the tween, - since LineRenderers have no way to get them.</para></summary> - <param name="startValue">The start value to tween from</param> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Material,UnityEngine.Color,System.Single)"> - <summary>Tweens a Material's color to the given value. - Also stores the material as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Material,UnityEngine.Color,System.String,System.Single)"> - <summary>Tweens a Material's named color property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param> - <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param> - <param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOFade(UnityEngine.Material,System.Single,System.Single)"> - <summary>Tweens a Material's alpha color to the given value - (will have no effect unless your material supports transparency). - Also stores the material as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOFade(UnityEngine.Material,System.Single,System.String,System.Single)"> - <summary>Tweens a Material's alpha color to the given value - (will have no effect unless your material supports transparency). - Also stores the material as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param> - <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param> - <param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOFloat(UnityEngine.Material,System.Single,System.String,System.Single)"> - <summary>Tweens a Material's named float property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param> - <param name="property">The name of the material property to tween</param> - <param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOOffset(UnityEngine.Material,UnityEngine.Vector2,System.Single)"> - <summary>Tweens a Material's texture offset to the given value. - Also stores the material as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param> - <param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOOffset(UnityEngine.Material,UnityEngine.Vector2,System.String,System.Single)"> - <summary>Tweens a Material's named texture offset property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param> - <param name="property">The name of the material property to tween</param> - <param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOTiling(UnityEngine.Material,UnityEngine.Vector2,System.Single)"> - <summary>Tweens a Material's texture scale to the given value. - Also stores the material as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param> - <param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOTiling(UnityEngine.Material,UnityEngine.Vector2,System.String,System.Single)"> - <summary>Tweens a Material's named texture scale property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param> - <param name="property">The name of the material property to tween</param> - <param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOVector(UnityEngine.Material,UnityEngine.Vector4,System.String,System.Single)"> - <summary>Tweens a Material's named Vector property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param> - <param name="property">The name of the material property to tween</param> - <param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOMove(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Single,System.Boolean)"> - <summary>Tweens a Rigidbody's position to the given value. - Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOMoveX(UnityEngine.Rigidbody,System.Single,System.Single,System.Boolean)"> - <summary>Tweens a Rigidbody's X position to the given value. - Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOMoveY(UnityEngine.Rigidbody,System.Single,System.Single,System.Boolean)"> - <summary>Tweens a Rigidbody's Y position to the given value. - Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOMoveZ(UnityEngine.Rigidbody,System.Single,System.Single,System.Boolean)"> - <summary>Tweens a Rigidbody's Z position to the given value. - Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DORotate(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)"> - <summary>Tweens a Rigidbody's rotation to the given value. - Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="mode">Rotation mode</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOLookAt(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Single,DG.Tweening.AxisConstraint,System.Nullable{UnityEngine.Vector3})"> - <summary>Tweens a Rigidbody's rotation so that it will look towards the given position. - Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary> - <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param> - <param name="axisConstraint">Eventual axis constraint for the rotation</param> - <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)"> - <summary>Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis. - Returns a Sequence instead of a Tweener. - Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param> - <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param> - <param name="numJumps">Total number of jumps</param> - <param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOResize(UnityEngine.TrailRenderer,System.Single,System.Single,System.Single)"> - <summary>Tweens a TrailRenderer's startWidth/endWidth to the given value. - Also stores the TrailRenderer as the tween's target so it can be used for filtered operations</summary> - <param name="toStartWidth">The end startWidth to reach</param><param name="toEndWidth">The end endWidth to reach</param> - <param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOTime(UnityEngine.TrailRenderer,System.Single,System.Single)"> - <summary>Tweens a TrailRenderer's time to the given value. - Also stores the TrailRenderer as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOMove(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)"> - <summary>Tweens a Transform's position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOMoveX(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> - <summary>Tweens a Transform's X position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOMoveY(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> - <summary>Tweens a Transform's Y position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOMoveZ(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> - <summary>Tweens a Transform's Z position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMove(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)"> - <summary>Tweens a Transform's localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMoveX(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> - <summary>Tweens a Transform's X localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMoveY(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> - <summary>Tweens a Transform's Y localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMoveZ(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> - <summary>Tweens a Transform's Z localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DORotate(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)"> - <summary>Tweens a Transform's rotation to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="mode">Rotation mode</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOLocalRotate(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)"> - <summary>Tweens a Transform's localRotation to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="mode">Rotation mode</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOScale(UnityEngine.Transform,UnityEngine.Vector3,System.Single)"> - <summary>Tweens a Transform's localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOScale(UnityEngine.Transform,System.Single,System.Single)"> - <summary>Tweens a Transform's localScale uniformly to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOScaleX(UnityEngine.Transform,System.Single,System.Single)"> - <summary>Tweens a Transform's X localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOScaleY(UnityEngine.Transform,System.Single,System.Single)"> - <summary>Tweens a Transform's Y localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOScaleZ(UnityEngine.Transform,System.Single,System.Single)"> - <summary>Tweens a Transform's Z localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOLookAt(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.AxisConstraint,System.Nullable{UnityEngine.Vector3})"> - <summary>Tweens a Transform's rotation so that it will look towards the given position. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param> - <param name="axisConstraint">Eventual axis constraint for the rotation</param> - <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOPunchPosition(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)"> - <summary>Punches a Transform's localPosition towards the given direction and then back to the starting one - as if it was connected to the starting position via an elastic.</summary> - <param name="punch">The direction and strength of the punch (added to the Transform's current position)</param> - <param name="duration">The duration of the tween</param> - <param name="vibrato">Indicates how much will the punch vibrate</param> - <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. - 1 creates a full oscillation between the punch direction and the opposite direction, - while 0 oscillates only between the punch and the start position</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOPunchScale(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single)"> - <summary>Punches a Transform's localScale towards the given size and then back to the starting one - as if it was connected to the starting scale via an elastic.</summary> - <param name="punch">The punch strength (added to the Transform's current scale)</param> - <param name="duration">The duration of the tween</param> - <param name="vibrato">Indicates how much will the punch vibrate</param> - <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards. - 1 creates a full oscillation between the punch scale and the opposite scale, - while 0 oscillates only between the punch scale and the start scale</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOPunchRotation(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single)"> - <summary>Punches a Transform's localRotation towards the given size and then back to the starting one - as if it was connected to the starting rotation via an elastic.</summary> - <param name="punch">The punch strength (added to the Transform's current rotation)</param> - <param name="duration">The duration of the tween</param> - <param name="vibrato">Indicates how much will the punch vibrate</param> - <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. - 1 creates a full oscillation between the punch rotation and the opposite rotation, - while 0 oscillates only between the punch and the start rotation</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)"> - <summary>Shakes a Transform's localPosition with the given values.</summary> - <param name="duration">The duration of the tween</param> - <param name="strength">The shake strength</param> - <param name="vibrato">Indicates how much will the shake vibrate</param> - <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction.</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> - <summary>Shakes a Transform's localPosition with the given values.</summary> - <param name="duration">The duration of the tween</param> - <param name="strength">The shake strength on each axis</param> - <param name="vibrato">Indicates how much will the shake vibrate</param> - <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction.</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single)"> - <summary>Shakes a Transform's localRotation.</summary> - <param name="duration">The duration of the tween</param> - <param name="strength">The shake strength</param> - <param name="vibrato">Indicates how much will the shake vibrate</param> - <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction.</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single)"> - <summary>Shakes a Transform's localRotation.</summary> - <param name="duration">The duration of the tween</param> - <param name="strength">The shake strength on each axis</param> - <param name="vibrato">Indicates how much will the shake vibrate</param> - <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction.</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single)"> - <summary>Shakes a Transform's localScale.</summary> - <param name="duration">The duration of the tween</param> - <param name="strength">The shake strength</param> - <param name="vibrato">Indicates how much will the shake vibrate</param> - <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction.</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single)"> - <summary>Shakes a Transform's localScale.</summary> - <param name="duration">The duration of the tween</param> - <param name="strength">The shake strength on each axis</param> - <param name="vibrato">Indicates how much will the shake vibrate</param> - <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction.</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)"> - <summary>Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis. - Returns a Sequence instead of a Tweener. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param> - <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param> - <param name="numJumps">Total number of jumps</param> - <param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOLocalJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)"> - <summary>Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis. - Returns a Sequence instead of a Tweener. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param> - <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param> - <param name="numJumps">Total number of jumps</param> - <param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOPath(UnityEngine.Transform,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})"> - <summary>Tweens a Transform's position through the given path waypoints, using the chosen path algorithm. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="path">The waypoints to go through</param> - <param name="duration">The duration of the tween</param> - <param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param> - <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param> - <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. - Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param> - <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOLocalPath(UnityEngine.Transform,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})"> - <summary>Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="path">The waypoint to go through</param> - <param name="duration">The duration of the tween</param> - <param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param> - <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param> - <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. - Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param> - <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Light,UnityEngine.Color,System.Single)"> - <summary>Tweens a Light's color to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Light as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.Single)"> - <summary>Tweens a Material's color to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Material as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.String,System.Single)"> - <summary>Tweens a Material's named color property to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Material as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The value to tween to</param> - <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param> - <param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)"> - <summary>Tweens a Transform's position BY the given value (as if you chained a <code>SetRelative</code>), - in a way that allows other DOBlendableMove tweens to work together on the same target, - instead than fight each other as multiple DOMove would do. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableLocalMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)"> - <summary>Tweens a Transform's localPosition BY the given value (as if you chained a <code>SetRelative</code>), - in a way that allows other DOBlendableMove tweens to work together on the same target, - instead than fight each other as multiple DOMove would do. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableRotateBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)"> - <summary>EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a <code>SetRelative</code>), - in a way that allows other DOBlendableRotate tweens to work together on the same target, - instead than fight each other as multiple DORotate would do. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param> - <param name="mode">Rotation mode</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableLocalRotateBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)"> - <summary>EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a <code>SetRelative</code>), - in a way that allows other DOBlendableRotate tweens to work together on the same target, - instead than fight each other as multiple DORotate would do. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param> - <param name="mode">Rotation mode</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableScaleBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single)"> - <summary>Tweens a Transform's localScale BY the given value (as if you chained a <code>SetRelative</code>), - in a way that allows other DOBlendableScale tweens to work together on the same target, - instead than fight each other as multiple DOScale would do. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOComplete(UnityEngine.Component)"> - <summary> - Completes all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens completed - (meaning the tweens that don't have infinite loops and were not already complete) - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOKill(UnityEngine.Component,System.Boolean)"> - <summary> - Kills all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens killed. - </summary> - <param name="complete">If TRUE completes the tween before killing it</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOFlip(UnityEngine.Component)"> - <summary> - Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens flipped. - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOGoto(UnityEngine.Component,System.Single,System.Boolean)"> - <summary> - Sends to the given position all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - </summary> - <param name="to">Time position to reach - (if higher than the whole tween duration the tween will simply reach its end)</param> - <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOPause(UnityEngine.Component)"> - <summary> - Pauses all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens paused. - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOPlay(UnityEngine.Component)"> - <summary> - Plays all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOPlayBackwards(UnityEngine.Component)"> - <summary> - Plays backwards all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOPlayForward(UnityEngine.Component)"> - <summary> - Plays forward all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DORestart(UnityEngine.Component,System.Boolean)"> - <summary> - Restarts all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens restarted. - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DORewind(UnityEngine.Component,System.Boolean)"> - <summary> - Rewinds all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens rewinded. - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions.DOTogglePause(UnityEngine.Component)"> - <summary> - Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - </summary> - </member> - <member name="T:DG.Tweening.PathType"> - <summary> - Type of path to use with DOPath tweens - </summary> - </member> - <member name="F:DG.Tweening.PathType.Linear"> - <summary>Linear, composed of straight segments between each waypoint</summary> - </member> - <member name="F:DG.Tweening.PathType.CatmullRom"> - <summary>Curved path (which uses Catmull-Rom curves)</summary> - </member> - <member name="T:DG.Tweening.DOTween"> - <summary> - Main DOTween class. Contains static methods to create and control tweens in a generic way - </summary> - </member> - <member name="F:DG.Tweening.DOTween.Version"> - <summary>DOTween's version</summary> - </member> - <member name="F:DG.Tweening.DOTween.useSafeMode"> - <summary>If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things - (like targets becoming null while a tween is playing). - <para>Default: TRUE</para></summary> - </member> - <member name="F:DG.Tweening.DOTween.showUnityEditorReport"> - <summary>If TRUE you will get a DOTween report when exiting play mode (only in the Editor). - Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly. - Beware, this will slightly slow down your tweens while inside Unity Editor. - <para>Default: FALSE</para></summary> - </member> - <member name="F:DG.Tweening.DOTween.timeScale"> - <summary>Global DOTween timeScale. - <para>Default: 1</para></summary> - </member> - <member name="F:DG.Tweening.DOTween.drawGizmos"> - <summary>If TRUE draws path gizmos in Unity Editor (if the gizmos button is active). - Deactivate this if you want to avoid gizmos overhead while in Unity Editor</summary> - </member> - <member name="F:DG.Tweening.DOTween.defaultUpdateType"> - <summary>Default updateType for new tweens. - <para>Default: UpdateType.Normal</para></summary> - </member> - <member name="F:DG.Tweening.DOTween.defaultTimeScaleIndependent"> - <summary>Sets whether Unity's timeScale should be taken into account by default or not. - <para>Default: false</para></summary> - </member> - <member name="F:DG.Tweening.DOTween.defaultAutoPlay"> - <summary>Default autoPlay behaviour for new tweens. - <para>Default: AutoPlay.All</para></summary> - </member> - <member name="F:DG.Tweening.DOTween.defaultAutoKill"> - <summary>Default autoKillOnComplete behaviour for new tweens. - <para>Default: TRUE</para></summary> - </member> - <member name="F:DG.Tweening.DOTween.defaultLoopType"> - <summary>Default loopType applied to all new tweens. - <para>Default: LoopType.Restart</para></summary> - </member> - <member name="F:DG.Tweening.DOTween.defaultRecyclable"> - <summary>If TRUE all newly created tweens are set as recyclable, otherwise not. - <para>Default: FALSE</para></summary> - </member> - <member name="F:DG.Tweening.DOTween.defaultEaseType"> - <summary>Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default). - <para>Default: Ease.InOutQuad</para></summary> - </member> - <member name="F:DG.Tweening.DOTween.defaultEaseOvershootOrAmplitude"> - <summary>Default overshoot/amplitude used for eases - <para>Default: 1.70158f</para></summary> - </member> - <member name="F:DG.Tweening.DOTween.defaultEasePeriod"> - <summary>Default period used for eases - <para>Default: 0</para></summary> - </member> - <member name="M:DG.Tweening.DOTween.Init(System.Nullable{System.Boolean},System.Nullable{System.Boolean},System.Nullable{DG.Tweening.LogBehaviour})"> - <summary> - Must be called once, before the first ever DOTween call/reference, - otherwise it will be called automatically and will use default options. - Calling it a second time won't have any effect. - <para>You can chain <code>SetCapacity</code> to this method, to directly set the max starting size of Tweeners and Sequences:</para> - <code>DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20);</code> - </summary> - <param name="recycleAllByDefault">If TRUE all new tweens will be set for recycling, meaning that when killed, - instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid - GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active - even if they were killed (since they might have been respawned and are now being used for other tweens). - <para>If you want to automatically set your tween references to NULL when a tween is killed - you can use the OnKill callback like this:</para> - <code>.OnKill(()=> myTweenReference = null)</code> - <para>You can change this setting at any time by changing the static <see cref="F:DG.Tweening.DOTween.defaultRecyclable"/> property, - or you can set the recycling behaviour for each tween separately, using:</para> - <para><code>SetRecyclable(bool recyclable)</code></para> - <para>Default: FALSE</para></param> - <param name="useSafeMode">If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things - (like targets becoming null while a tween is playing). - You can change this setting at any time by changing the static <see cref="F:DG.Tweening.DOTween.useSafeMode"/> property. - <para>Default: FALSE</para></param> - <param name="logBehaviour">Type of logging to use. - You can change this setting at any time by changing the static <see cref="P:DG.Tweening.DOTween.logBehaviour"/> property. - <para>Default: ErrorsOnly</para></param> - </member> - <member name="M:DG.Tweening.DOTween.SetTweensCapacity(System.Int32,System.Int32)"> - <summary> - Directly sets the current max capacity of Tweeners and Sequences - (meaning how many Tweeners and Sequences can be running at the same time), - so that DOTween doesn't need to automatically increase them in case the max is reached - (which might lead to hiccups when that happens). - Sequences capacity must be less or equal to Tweeners capacity - (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). - Beware: use this method only when there are no tweens running. - </summary> - <param name="tweenersCapacity">Max Tweeners capacity. - Default: 200</param> - <param name="sequencesCapacity">Max Sequences capacity. - Default: 50</param> - </member> - <member name="M:DG.Tweening.DOTween.Clear(System.Boolean)"> - <summary> - Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values. - </summary> - <param name="destroy">If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else - (so that next time you use it it will need to be re-initialized)</param> - </member> - <member name="M:DG.Tweening.DOTween.ClearCachedTweens"> - <summary> - Clears all cached tween pools. - </summary> - </member> - <member name="M:DG.Tweening.DOTween.Validate"> - <summary> - Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL) - and returns the total number of invalid tweens found and removed. - <para>Automatically called when loading a new scene if <see cref="F:DG.Tweening.DOTween.useSafeMode"/> is TRUE.</para> - BEWARE: this is a slightly expensive operation so use it with care - </summary> - </member> - <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Single},DG.Tweening.Core.DOSetter{System.Single},System.Single,System.Single)"> - <summary>Tweens a property or field to the given value using default plugins</summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> - </member> - <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Int32},DG.Tweening.Core.DOSetter{System.Int32},System.Int32,System.Single)"> - <summary>Tweens a property or field to the given value using default plugins</summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> - </member> - <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.UInt32},DG.Tweening.Core.DOSetter{System.UInt32},System.UInt32,System.Single)"> - <summary>Tweens a property or field to the given value using default plugins</summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> - </member> - <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Int64},DG.Tweening.Core.DOSetter{System.Int64},System.Int64,System.Single)"> - <summary>Tweens a property or field to the given value using default plugins</summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> - </member> - <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.UInt64},DG.Tweening.Core.DOSetter{System.UInt64},System.UInt64,System.Single)"> - <summary>Tweens a property or field to the given value using default plugins</summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> - </member> - <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.String},DG.Tweening.Core.DOSetter{System.String},System.String,System.Single)"> - <summary>Tweens a property or field to the given value using default plugins</summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> - </member> - <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector2},DG.Tweening.Core.DOSetter{UnityEngine.Vector2},UnityEngine.Vector2,System.Single)"> - <summary>Tweens a property or field to the given value using default plugins</summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> - </member> - <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3,System.Single)"> - <summary>Tweens a property or field to the given value using default plugins</summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> - </member> - <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector4},DG.Tweening.Core.DOSetter{UnityEngine.Vector4},UnityEngine.Vector4,System.Single)"> - <summary>Tweens a property or field to the given value using default plugins</summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> - </member> - <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Quaternion},DG.Tweening.Core.DOSetter{UnityEngine.Quaternion},UnityEngine.Vector3,System.Single)"> - <summary>Tweens a property or field to the given value using default plugins</summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> - </member> - <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},UnityEngine.Color,System.Single)"> - <summary>Tweens a property or field to the given value using default plugins</summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> - </member> - <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Rect},DG.Tweening.Core.DOSetter{UnityEngine.Rect},UnityEngine.Rect,System.Single)"> - <summary>Tweens a property or field to the given value using default plugins</summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> - </member> - <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.RectOffset},DG.Tweening.Core.DOSetter{UnityEngine.RectOffset},UnityEngine.RectOffset,System.Single)"> - <summary>Tweens a property or field to the given value using default plugins</summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> - </member> - <member name="M:DG.Tweening.DOTween.To``3(DG.Tweening.Plugins.Core.ABSTweenPlugin{``0,``1,``2},DG.Tweening.Core.DOGetter{``0},DG.Tweening.Core.DOSetter{``0},``1,System.Single)"> - <summary>Tweens a property or field to the given value using a custom plugin</summary> - <param name="plugin">The plugin to use. Each custom plugin implements a static <code>Get()</code> method - you'll need to call to assign the correct plugin in the correct way, like this: - <para><code>CustomPlugin.Get()</code></para></param> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> - </member> - <member name="M:DG.Tweening.DOTween.ToAxis(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,DG.Tweening.AxisConstraint)"> - <summary>Tweens only one axis of a Vector3 to the given value using default plugins.</summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> - <param name="axisConstraint">The axis to tween</param> - </member> - <member name="M:DG.Tweening.DOTween.ToAlpha(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},System.Single,System.Single)"> - <summary>Tweens only the alpha of a Color to the given value using default plugins</summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> - </member> - <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOSetter{System.Single},System.Single,System.Single,System.Single)"> - <summary>Tweens a virtual property from the given start to the given end value - and implements a setter that allows to use that value with an external method or a lambda - <para>Example:</para> - <code>To(MyMethod, 0, 12, 0.5f);</code> - <para>Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween)</para></summary> - <param name="setter">The action to perform with the tweened value</param> - <param name="startValue">The value to start from</param> - <param name="endValue">The end value to reach</param> - <param name="duration">The duration of the virtual tween - </param> - </member> - <member name="M:DG.Tweening.DOTween.Punch(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3,System.Single,System.Int32,System.Single)"> - <summary>Punches a Vector3 towards the given direction and then back to the starting one - as if it was connected to the starting position via an elastic. - <para>This tween type generates some GC allocations at startup</para></summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="direction">The direction and strength of the punch</param> - <param name="duration">The duration of the tween</param> - <param name="vibrato">Indicates how much will the punch vibrate</param> - <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. - 1 creates a full oscillation between the direction and the opposite decaying direction, - while 0 oscillates only between the starting position and the decaying direction</param> - </member> - <member name="M:DG.Tweening.DOTween.Shake(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,System.Int32,System.Single,System.Boolean)"> - <summary>Shakes a Vector3 with the given values.</summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="duration">The duration of the tween</param> - <param name="strength">The shake strength</param> - <param name="vibrato">Indicates how much will the shake vibrate</param> - <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction and behave like a random punch.</param> - <param name="ignoreZAxis">If TRUE only shakes on the X Y axis (looks better with things like cameras).</param> - </member> - <member name="M:DG.Tweening.DOTween.Shake(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,UnityEngine.Vector3,System.Int32,System.Single)"> - <summary>Shakes a Vector3 with the given values.</summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="duration">The duration of the tween</param> - <param name="strength">The shake strength on each axis</param> - <param name="vibrato">Indicates how much will the shake vibrate</param> - <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction and behave like a random punch.</param> - </member> - <member name="M:DG.Tweening.DOTween.ToArray(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3[],System.Single[])"> - <summary>Tweens a property or field to the given values using default plugins. - Ease is applied between each segment and not as a whole. - <para>This tween type generates some GC allocations at startup</para></summary> - <param name="getter">A getter for the field or property to tween. - <para>Example usage with lambda:</para><code>()=> myProperty</code></param> - <param name="setter">A setter for the field or property to tween - <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> - <param name="endValues">The end values to reach for each segment. This array must have the same length as <code>durations</code></param> - <param name="durations">The duration of each segment. This array must have the same length as <code>endValues</code></param> - </member> - <member name="M:DG.Tweening.DOTween.Sequence"> - <summary> - Returns a new <see cref="M:DG.Tweening.DOTween.Sequence"/> to be used for tween groups - </summary> - </member> - <member name="M:DG.Tweening.DOTween.CompleteAll"> - <summary>Completes all tweens and returns the number of actual tweens completed - (meaning tweens that don't have infinite loops and were not already complete)</summary> - </member> - <member name="M:DG.Tweening.DOTween.Complete(System.Object)"> - <summary>Completes all tweens with the given ID or target and returns the number of actual tweens completed - (meaning the tweens that don't have infinite loops and were not already complete)</summary> - </member> - <member name="M:DG.Tweening.DOTween.FlipAll"> - <summary>Flips all tweens (changing their direction to forward if it was backwards and viceversa), - then returns the number of actual tweens flipped</summary> - </member> - <member name="M:DG.Tweening.DOTween.Flip(System.Object)"> - <summary>Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa), - then returns the number of actual tweens flipped</summary> - </member> - <member name="M:DG.Tweening.DOTween.GotoAll(System.Single,System.Boolean)"> - <summary>Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved</summary> - </member> - <member name="M:DG.Tweening.DOTween.Goto(System.Object,System.Single,System.Boolean)"> - <summary>Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles) - and returns the actual tweens involved</summary> - </member> - <member name="M:DG.Tweening.DOTween.KillAll(System.Boolean)"> - <summary>Kills all tweens and returns the number of actual tweens killed</summary> - <param name="complete">If TRUE completes the tweens before killing them</param> - </member> - <member name="M:DG.Tweening.DOTween.Kill(System.Object,System.Boolean)"> - <summary>Kills all tweens with the given ID or target and returns the number of actual tweens killed</summary> - <param name="complete">If TRUE completes the tweens before killing them</param> - </member> - <member name="M:DG.Tweening.DOTween.PauseAll"> - <summary>Pauses all tweens and returns the number of actual tweens paused</summary> - </member> - <member name="M:DG.Tweening.DOTween.Pause(System.Object)"> - <summary>Pauses all tweens with the given ID or target and returns the number of actual tweens paused - (meaning the tweens that were actually playing and have been paused)</summary> - </member> - <member name="M:DG.Tweening.DOTween.PlayAll"> - <summary>Plays all tweens and returns the number of actual tweens played - (meaning tweens that were not already playing or complete)</summary> - </member> - <member name="M:DG.Tweening.DOTween.Play(System.Object)"> - <summary>Plays all tweens with the given ID or target and returns the number of actual tweens played - (meaning the tweens that were not already playing or complete)</summary> - </member> - <member name="M:DG.Tweening.DOTween.Play(System.Object,System.Object)"> - <summary>Plays all tweens with the given target and the given ID, and returns the number of actual tweens played - (meaning the tweens that were not already playing or complete)</summary> - </member> - <member name="M:DG.Tweening.DOTween.PlayBackwardsAll"> - <summary>Plays backwards all tweens and returns the number of actual tweens played - (meaning tweens that were not already started, playing backwards or rewinded)</summary> - </member> - <member name="M:DG.Tweening.DOTween.PlayBackwards(System.Object)"> - <summary>Plays backwards all tweens with the given ID or target and returns the number of actual tweens played - (meaning the tweens that were not already started, playing backwards or rewinded)</summary> - </member> - <member name="M:DG.Tweening.DOTween.PlayForwardAll"> - <summary>Plays forward all tweens and returns the number of actual tweens played - (meaning tweens that were not already playing forward or complete)</summary> - </member> - <member name="M:DG.Tweening.DOTween.PlayForward(System.Object)"> - <summary>Plays forward all tweens with the given ID or target and returns the number of actual tweens played - (meaning the tweens that were not already playing forward or complete)</summary> - </member> - <member name="M:DG.Tweening.DOTween.RestartAll(System.Boolean)"> - <summary>Restarts all tweens, then returns the number of actual tweens restarted</summary> - </member> - <member name="M:DG.Tweening.DOTween.Restart(System.Object,System.Boolean)"> - <summary>Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted</summary> - </member> - <member name="M:DG.Tweening.DOTween.Restart(System.Object,System.Object,System.Boolean)"> - <summary>Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played - (meaning the tweens that were not already playing or complete)</summary> - </member> - <member name="M:DG.Tweening.DOTween.RewindAll(System.Boolean)"> - <summary>Rewinds and pauses all tweens, then returns the number of actual tweens rewinded - (meaning tweens that were not already rewinded)</summary> - </member> - <member name="M:DG.Tweening.DOTween.Rewind(System.Object,System.Boolean)"> - <summary>Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded - (meaning the tweens that were not already rewinded)</summary> - </member> - <member name="M:DG.Tweening.DOTween.TogglePauseAll"> - <summary>Toggles the play state of all tweens and returns the number of actual tweens toggled - (meaning tweens that could be played or paused, depending on the toggle state)</summary> - </member> - <member name="M:DG.Tweening.DOTween.TogglePause(System.Object)"> - <summary>Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled - (meaning the tweens that could be played or paused, depending on the toggle state)</summary> - </member> - <member name="M:DG.Tweening.DOTween.IsTweening(System.Object)"> - <summary> - Returns TRUE if a tween with the given ID or target is active (regardless if it's playing or not). - <para>You can also use this to know if a shortcut tween is active for a given target.</para> - <para>Example:</para> - <para><code>transform.DOMoveX(45, 1); // transform is automatically added as the tween target</code></para> - <para><code>DOTween.IsTweening(transform); // Returns true</code></para> - </summary> - </member> - <member name="M:DG.Tweening.DOTween.TotalPlayingTweens"> - <summary> - Returns the total number of active and playing tweens. - A tween is considered as playing even if its delay is actually playing - </summary> - </member> - <member name="M:DG.Tweening.DOTween.PlayingTweens"> - <summary> - Returns a list of all active tweens in a playing state. - Returns NULL if there are no active playing tweens. - <para>Beware: each time you call this method a new list is generated, so use it for debug only</para> - </summary> - </member> - <member name="M:DG.Tweening.DOTween.PausedTweens"> - <summary> - Returns a list of all active tweens in a paused state. - Returns NULL if there are no active paused tweens. - <para>Beware: each time you call this method a new list is generated, so use it for debug only</para> - </summary> - </member> - <member name="M:DG.Tweening.DOTween.TweensById(System.Object,System.Boolean)"> - <summary> - Returns a list of all active tweens with the given id. - Returns NULL if there are no active tweens with the given id. - <para>Beware: each time you call this method a new list is generated</para> - <param name="playingOnly">If TRUE returns only the tweens with the given ID that are currently playing</param> - </summary> - </member> - <member name="M:DG.Tweening.DOTween.TweensByTarget(System.Object,System.Boolean)"> - <summary> - Returns a list of all active tweens with the given target. - Returns NULL if there are no active tweens with the given target. - <para>Beware: each time you call this method a new list is generated</para> - <param name="playingOnly">If TRUE returns only the tweens with the given target that are currently playing</param> - </summary> - </member> - <member name="P:DG.Tweening.DOTween.logBehaviour"> - <summary>DOTween's log behaviour. - <para>Default: LogBehaviour.ErrorsOnly</para></summary> - </member> - <member name="T:DG.Tweening.Plugins.PathPlugin"> - <summary> - Path plugin works exclusively with Transforms - </summary> - </member> - <member name="T:DG.Tweening.EaseFactory"> - <summary> - Allows to wrap ease method in special ways, adding extra features - </summary> - </member> - <member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,System.Nullable{DG.Tweening.Ease})"> - <summary> - Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS - </summary> - <param name="motionFps">FPS at which the tween should be played</param> - <param name="ease">Ease type</param> - </member> - <member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,UnityEngine.AnimationCurve)"> - <summary> - Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS - </summary> - <param name="motionFps">FPS at which the tween should be played</param> - <param name="animCurve">AnimationCurve to use for the ease</param> - </member> - <member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,DG.Tweening.EaseFunction)"> - <summary> - Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS - </summary> - <param name="motionFps">FPS at which the tween should be played</param> - <param name="customEase">Custom ease function to use</param> - </member> - <member name="T:DG.Tweening.LoopType"> - <summary> - Types of loop - </summary> - </member> - <member name="F:DG.Tweening.LoopType.Restart"> - <summary>Each loop cycle restarts from the beginning</summary> - </member> - <member name="F:DG.Tweening.LoopType.Yoyo"> - <summary>The tween moves forward and backwards at alternate cycles</summary> - </member> - <member name="F:DG.Tweening.LoopType.Incremental"> - <summary>Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward". - <para>In case of String tweens works only if the tween is set as relative</para></summary> - </member> - <member name="T:DG.Tweening.Tweener"> - <summary> - Animates a single value - </summary> - </member> - <member name="M:DG.Tweening.Tweener.ChangeStartValue(System.Object,System.Single)"> - <summary>Changes the start value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences</summary> - <param name="newStartValue">The new start value</param> - <param name="newDuration">If bigger than 0 applies it as the new tween duration</param> - </member> - <member name="M:DG.Tweening.Tweener.ChangeEndValue(System.Object,System.Single,System.Boolean)"> - <summary>Changes the end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences</summary> - <param name="newEndValue">The new end value</param> - <param name="newDuration">If bigger than 0 applies it as the new tween duration</param> - <param name="snapStartValue">If TRUE the start value will become the current target's value, otherwise it will stay the same</param> - </member> - <member name="M:DG.Tweening.Tweener.ChangeEndValue(System.Object,System.Boolean)"> - <summary>Changes the end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences</summary> - <param name="newEndValue">The new end value</param> - <param name="snapStartValue">If TRUE the start value will become the current target's value, otherwise it will stay the same</param> - </member> - <member name="M:DG.Tweening.Tweener.ChangeValues(System.Object,System.Object,System.Single)"> - <summary>Changes the start and end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences</summary> - <param name="newStartValue">The new start value</param> - <param name="newEndValue">The new end value</param> - <param name="newDuration">If bigger than 0 applies it as the new tween duration</param> - </member> - <member name="T:DG.Tweening.DOVirtual"> - <summary> - Creates virtual tweens that can be used to change other elements via their OnUpdate calls - </summary> - </member> - <member name="M:DG.Tweening.DOVirtual.Float(System.Single,System.Single,System.Single,DG.Tweening.TweenCallback{System.Single})"> - <summary> - Tweens a virtual float. - You can add regular settings to the generated tween, - but do not use <code>SetUpdate</code> or you will overwrite the onVirtualUpdate parameter - </summary> - <param name="from">The value to start from</param> - <param name="to">The value to tween to</param> - <param name="duration">The duration of the tween</param> - <param name="onVirtualUpdate">A callback which must accept a parameter of type float, called at each update</param> - <returns></returns> - </member> - <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease)"> - <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary> - <param name="from">The value to start from when lifetimePercentage is 0</param> - <param name="to">The value to reach when lifetimePercentage is 1</param> - <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param> - <param name="easeType">The type of ease</param> - </member> - <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease,System.Single)"> - <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary> - <param name="from">The value to start from when lifetimePercentage is 0</param> - <param name="to">The value to reach when lifetimePercentage is 1</param> - <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param> - <param name="easeType">The type of ease</param> - <param name="overshoot">Eventual overshoot to use with Back ease</param> - </member> - <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease,System.Single,System.Single)"> - <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary> - <param name="from">The value to start from when lifetimePercentage is 0</param> - <param name="to">The value to reach when lifetimePercentage is 1</param> - <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param> - <param name="easeType">The type of ease</param> - <param name="amplitude">Eventual amplitude to use with Elastic easeType</param> - <param name="period">Eventual period to use with Elastic easeType</param> - </member> - <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,UnityEngine.AnimationCurve)"> - <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary> - <param name="from">The value to start from when lifetimePercentage is 0</param> - <param name="to">The value to reach when lifetimePercentage is 1</param> - <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param> - <param name="easeCurve">The AnimationCurve to use for ease</param> - </member> - <member name="M:DG.Tweening.DOVirtual.DelayedCall(System.Single,DG.Tweening.TweenCallback,System.Boolean)"> - <summary>Fires the given callback after the given time.</summary> - <param name="delay">Callback delay</param> - <param name="callback">Callback to fire when the delay has expired</param> - <param name="ignoreTimeScale">If TRUE (default) ignores Unity's timeScale</param> - </member> - <member name="T:DG.Tweening.Core.Easing.EaseCurve"> - <summary> - Used to interpret AnimationCurves as eases. - Public so it can be used by external ease factories - </summary> - </member> - <member name="T:DG.Tweening.Core.Easing.Bounce"> - <summary> - This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing). - </summary> - </member> - <member name="M:DG.Tweening.Core.Easing.Bounce.EaseIn(System.Single,System.Single,System.Single,System.Single)"> - <summary> - Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity. - </summary> - <param name="time"> - Current time (in frames or seconds). - </param> - <param name="duration"> - Expected easing duration (in frames or seconds). - </param> - <param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param> - <param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param> - <returns> - The eased value. - </returns> - </member> - <member name="M:DG.Tweening.Core.Easing.Bounce.EaseOut(System.Single,System.Single,System.Single,System.Single)"> - <summary> - Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity. - </summary> - <param name="time"> - Current time (in frames or seconds). - </param> - <param name="duration"> - Expected easing duration (in frames or seconds). - </param> - <param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param> - <param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param> - <returns> - The eased value. - </returns> - </member> - <member name="M:DG.Tweening.Core.Easing.Bounce.EaseInOut(System.Single,System.Single,System.Single,System.Single)"> - <summary> - Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration. - </summary> - <param name="time"> - Current time (in frames or seconds). - </param> - <param name="duration"> - Expected easing duration (in frames or seconds). - </param> - <param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param> - <param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param> - <returns> - The eased value. - </returns> - </member> - <member name="T:DG.Tweening.Color2"> - <summary> - Struct that stores two colors (used for LineRenderer tweens) - </summary> - </member> - <member name="T:DG.Tweening.AxisConstraint"> - <summary> - What axis to constrain in case of Vector tweens - </summary> - </member> - <member name="T:DG.Tweening.ScrambleMode"> - <summary> - Type of scramble to apply to string tweens - </summary> - </member> - <member name="F:DG.Tweening.ScrambleMode.None"> - <summary> - No scrambling of characters - </summary> - </member> - <member name="F:DG.Tweening.ScrambleMode.All"> - <summary> - A-Z + a-z + 0-9 characters - </summary> - </member> - <member name="F:DG.Tweening.ScrambleMode.Uppercase"> - <summary> - A-Z characters - </summary> - </member> - <member name="F:DG.Tweening.ScrambleMode.Lowercase"> - <summary> - a-z characters - </summary> - </member> - <member name="F:DG.Tweening.ScrambleMode.Numerals"> - <summary> - 0-9 characters - </summary> - </member> - <member name="F:DG.Tweening.ScrambleMode.Custom"> - <summary> - Custom characters - </summary> - </member> - <member name="T:DG.Tweening.Plugins.Core.PathCore.ControlPoint"> - <summary> - Path control point - </summary> - </member> - <member name="M:DG.Tweening.Core.Easing.EaseManager.Evaluate(DG.Tweening.Tween,System.Single,System.Single,System.Single,System.Single)"> - <summary> - Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected - </summary> - </member> - <member name="M:DG.Tweening.Core.Easing.EaseManager.Evaluate(DG.Tweening.Ease,DG.Tweening.EaseFunction,System.Single,System.Single,System.Single,System.Single)"> - <summary> - Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected - </summary> - </member> - <member name="M:DG.Tweening.Core.Utils.Vector3FromAngle(System.Single,System.Single)"> - <summary> - Returns a Vector3 with z = 0 - </summary> - </member> - <member name="M:DG.Tweening.Core.Utils.Angle2D(UnityEngine.Vector3,UnityEngine.Vector3)"> - <summary> - Returns the 2D angle between two vectors - </summary> - </member> - <member name="M:DG.Tweening.Plugins.Core.PathCore.Path.GetPoint(System.Single,System.Boolean)"> - <summary> - Gets the point on the path at the given percentage (0 to 1) - </summary> - <param name="perc">The percentage (0 to 1) at which to get the point</param> - <param name="convertToConstantPerc">If TRUE constant speed is taken into account, otherwise not</param> - </member> - <member name="T:DG.Tweening.Core.Extensions"> - <summary> - Public only so custom shortcuts can access some of these methods - </summary> - </member> - <member name="T:DG.Tweening.Core.Enums.UpdateNotice"> - <summary> - Additional notices passed to plugins when updating. - Public so it can be used by custom plugins. Internally, only PathPlugin uses it - </summary> - </member> - <member name="F:DG.Tweening.Core.Enums.UpdateNotice.None"> - <summary> - None - </summary> - </member> - <member name="F:DG.Tweening.Core.Enums.UpdateNotice.RewindStep"> - <summary> - Lets the plugin know that we restarted or rewinded - </summary> - </member> - </members> -</doc> +<?xml version="1.0"?>
+<doc>
+ <assembly>
+ <name>DOTween</name>
+ </assembly>
+ <members>
+ <member name="T:DG.Tweening.UpdateType">
+ <summary>
+ Update type
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.UpdateType.Normal">
+ <summary>Updates every frame during Update calls</summary>
+ </member>
+ <member name="F:DG.Tweening.UpdateType.Late">
+ <summary>Updates every frame during LateUpdate calls</summary>
+ </member>
+ <member name="F:DG.Tweening.UpdateType.Fixed">
+ <summary>Updates using FixedUpdate calls</summary>
+ </member>
+ <member name="T:DG.Tweening.PathMode">
+ <summary>
+ Path mode (used to determine correct LookAt orientation)
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.PathMode.Ignore">
+ <summary>Ignores the path mode (and thus LookAt behaviour)</summary>
+ </member>
+ <member name="F:DG.Tweening.PathMode.Full3D">
+ <summary>Regular 3D path</summary>
+ </member>
+ <member name="F:DG.Tweening.PathMode.TopDown2D">
+ <summary>2D top-down path</summary>
+ </member>
+ <member name="F:DG.Tweening.PathMode.Sidescroller2D">
+ <summary>2D side-scroller path</summary>
+ </member>
+ <member name="T:DG.Tweening.TweenType">
+ <summary>
+ Used internally
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.TweenParams">
+ <summary>
+ This class serves only as a utility class to store tween settings to apply on multiple tweens.
+ It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.TweenParams.Params">
+ <summary>A variable you can eventually Clear and reuse when needed,
+ to avoid instantiating TweenParams objects</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.#ctor">
+ <summary>Creates a new TweenParams object, which you can use to store tween settings
+ to pass to multiple tweens via <code>myTween.SetAs(myTweenParms)</code></summary>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.Clear">
+ <summary>Clears and resets this TweenParams instance using default values,
+ so it can be reused without instantiating another one</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.SetAutoKill(System.Boolean)">
+ <summary>Sets the autoKill behaviour of the tween.
+ Has no effect if the tween has already started</summary>
+ <param name="autoKillOnCompletion">If TRUE the tween will be automatically killed when complete</param>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.SetId(System.Object)">
+ <summary>Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.</summary>
+ <param name="id">The ID to assign to this tween. Can be an int, a string, an object or anything else.</param>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.SetTarget(System.Object)">
+ <summary>Sets the target for the tween, which can then be used as a filter with DOTween's static methods.
+ <para>IMPORTANT: use it with caution. If you just want to set an ID for the tween use <code>SetId</code> instead.</para>
+ When using shorcuts the shortcut target is already assigned as the tween's target,
+ so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.</summary>
+ <param name="target">The target to assign to this tween. Can be an int, a string, an object or anything else.</param>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.SetLoops(System.Int32,System.Nullable{DG.Tweening.LoopType})">
+ <summary>Sets the looping options for the tween.
+ Has no effect if the tween has already started</summary>
+ <param name="loops">Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)</param>
+ <param name="loopType">Loop behaviour type (default: LoopType.Restart)</param>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.SetEase(DG.Tweening.Ease,System.Nullable{System.Single},System.Nullable{System.Single})">
+ <summary>Sets the ease of the tween.
+ <para>If applied to Sequences eases the whole sequence animation</para></summary>
+ <param name="overshootOrAmplitude">Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158)</param>
+ <param name="period">Eventual period to use with Elastic easeType (default is 0)</param>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.SetEase(UnityEngine.AnimationCurve)">
+ <summary>Sets the ease of the tween using an AnimationCurve.
+ <para>If applied to Sequences eases the whole sequence animation</para></summary>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.SetEase(DG.Tweening.EaseFunction)">
+ <summary>Sets the ease of the tween using a custom ease function.
+ <para>If applied to Sequences eases the whole sequence animation</para></summary>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.SetRecyclable(System.Boolean)">
+ <summary>Sets the recycling behaviour for the tween.</summary>
+ <param name="recyclable">If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.</param>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.SetUpdate(System.Boolean)">
+ <summary>Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed)
+ and lets you choose if it should be independent from Unity's Time.timeScale</summary>
+ <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.SetUpdate(DG.Tweening.UpdateType,System.Boolean)">
+ <summary>Sets the type of update (default or independent) for the tween</summary>
+ <param name="updateType">The type of update (default: UpdateType.Normal)</param>
+ <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.OnStart(DG.Tweening.TweenCallback)">
+ <summary>Sets the onStart callback for the tween.
+ Called the first time the tween is set in a playing state, after any eventual delay</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.OnPlay(DG.Tweening.TweenCallback)">
+ <summary>Sets the onPlay callback for the tween.
+ Called when the tween is set in a playing state, after any eventual delay.
+ Also called each time the tween resumes playing from a paused state</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.OnRewind(DG.Tweening.TweenCallback)">
+ <summary>Sets the onRewind callback for the tween.
+ Called when the tween is rewinded,
+ either by calling <code>Rewind</code> or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callback</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.OnUpdate(DG.Tweening.TweenCallback)">
+ <summary>Sets the onUpdate callback for the tween.
+ Called each time the tween updates</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.OnStepComplete(DG.Tweening.TweenCallback)">
+ <summary>Sets the onStepComplete callback for the tween.
+ Called the moment the tween completes one loop cycle, even when going backwards</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.OnComplete(DG.Tweening.TweenCallback)">
+ <summary>Sets the onComplete callback for the tween.
+ Called the moment the tween reaches its final forward position, loops included</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.OnKill(DG.Tweening.TweenCallback)">
+ <summary>Sets the onKill callback for the tween.
+ Called the moment the tween is killed</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.OnWaypointChange(DG.Tweening.TweenCallback{System.Int32})">
+ <summary>Sets the onWaypointChange callback for the tween.
+ Called when a path tween reaches a new waypoint</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.SetDelay(System.Single)">
+ <summary>Sets a delayed startup for the tween.
+ <para>Has no effect on Sequences or if the tween has already started</para></summary>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.SetRelative(System.Boolean)">
+ <summary>If isRelative is TRUE sets the tween as relative
+ (the endValue will be calculated as <code>startValue + endValue</code> instead than being used directly).
+ <para>Has no effect on Sequences or if the tween has already started</para></summary>
+ </member>
+ <member name="M:DG.Tweening.TweenParams.SetSpeedBased(System.Boolean)">
+ <summary>If isSpeedBased is TRUE sets the tween as speed based
+ (the duration will represent the number of units the tween moves x second).
+ <para>Has no effect on Sequences, nested tweens, or if the tween has already started</para></summary>
+ </member>
+ <member name="T:DG.Tweening.Core.DOTweenComponent">
+ <summary>
+ Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween).
+ Contains all instance-based methods
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.IDOTweenInit">
+ <summary>
+ Used to allow method chaining with DOTween.Init
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.IDOTweenInit.SetCapacity(System.Int32,System.Int32)">
+ <summary>
+ Directly sets the current max capacity of Tweeners and Sequences
+ (meaning how many Tweeners and Sequences can be running at the same time),
+ so that DOTween doesn't need to automatically increase them in case the max is reached
+ (which might lead to hiccups when that happens).
+ Sequences capacity must be less or equal to Tweeners capacity
+ (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+ Beware: use this method only when there are no tweens running.
+ </summary>
+ <param name="tweenersCapacity">Max Tweeners capacity.
+ Default: 200</param>
+ <param name="sequencesCapacity">Max Sequences capacity.
+ Default: 50</param>
+ </member>
+ <member name="F:DG.Tweening.Core.DOTweenComponent.inspectorUpdater">
+ <summary>Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame</summary>
+ </member>
+ <member name="M:DG.Tweening.Core.DOTweenComponent.SetCapacity(System.Int32,System.Int32)">
+ <summary>
+ Directly sets the current max capacity of Tweeners and Sequences
+ (meaning how many Tweeners and Sequences can be running at the same time),
+ so that DOTween doesn't need to automatically increase them in case the max is reached
+ (which might lead to hiccups when that happens).
+ Sequences capacity must be less or equal to Tweeners capacity
+ (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+ Beware: use this method only when there are no tweens running.
+ </summary>
+ <param name="tweenersCapacity">Max Tweeners capacity.
+ Default: 200</param>
+ <param name="sequencesCapacity">Max Sequences capacity.
+ Default: 50</param>
+ </member>
+ <member name="T:DG.Tweening.Core.Debugger">
+ <summary>
+ Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation)
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.Sequence">
+ <summary>
+ Controls other tweens as a group
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.Tween">
+ <summary>
+ Indicates either a Tweener or a Sequence
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.Core.ABSSequentiable.onStart">
+ <summary>Called the first time the tween is set in a playing state, after any eventual delay</summary>
+ </member>
+ <member name="F:DG.Tweening.Tween.timeScale">
+ <summary>TimeScale for the tween</summary>
+ </member>
+ <member name="F:DG.Tweening.Tween.isBackwards">
+ <summary>If TRUE the tween wil go backwards</summary>
+ </member>
+ <member name="F:DG.Tweening.Tween.id">
+ <summary>Id (usable for filtering with DOTween static methods). Can be an int, a string, an object, or anything else</summary>
+ </member>
+ <member name="F:DG.Tweening.Tween.target">
+ <summary>Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shorcuts</summary>
+ </member>
+ <member name="F:DG.Tweening.Tween.onPlay">
+ <summary>Called when the tween is set in a playing state, after any eventual delay.
+ Also called each time the tween resumes playing from a paused state</summary>
+ </member>
+ <member name="F:DG.Tweening.Tween.onPause">
+ <summary>Called when the tween state changes from playing to paused.
+ If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.</summary>
+ </member>
+ <member name="F:DG.Tweening.Tween.onRewind">
+ <summary>Called when the tween is rewinded,
+ either by calling <code>Rewind</code> or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callback</summary>
+ </member>
+ <member name="F:DG.Tweening.Tween.onUpdate">
+ <summary>Called each time the tween updates</summary>
+ </member>
+ <member name="F:DG.Tweening.Tween.onStepComplete">
+ <summary>Called the moment the tween completes one loop cycle</summary>
+ </member>
+ <member name="F:DG.Tweening.Tween.onComplete">
+ <summary>Called the moment the tween reaches completion (loops included)</summary>
+ </member>
+ <member name="F:DG.Tweening.Tween.onKill">
+ <summary>Called the moment the tween is killed</summary>
+ </member>
+ <member name="F:DG.Tweening.Tween.onWaypointChange">
+ <summary>Called when a path tween's current waypoint changes</summary>
+ </member>
+ <member name="P:DG.Tweening.Tween.fullPosition">
+ <summary>Gets and sets the time position (loops included, delays excluded) of the tween</summary>
+ </member>
+ <member name="T:DG.Tweening.RotateMode">
+ <summary>
+ Rotation mode used with DORotate methods
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.RotateMode.Fast">
+ <summary>
+ Fastest way that never rotates beyond 360°
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.RotateMode.FastBeyond360">
+ <summary>
+ Fastest way that rotates beyond 360°
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.RotateMode.WorldAxisAdd">
+ <summary>
+ Adds the given rotation to the transform using world axis and an advanced precision mode
+ (like when using transform.Rotate(Space.World)).
+ <para>In this mode the end value is is always considered relative</para>
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.RotateMode.LocalAxisAdd">
+ <summary>
+ Adds the given rotation to the transform's local axis
+ (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)).
+ <para>In this mode the end value is is always considered relative</para>
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.Plugins.Vector3ArrayPlugin">
+ <summary>
+ This plugin generates some GC allocations at startup
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.Ease.INTERNAL_Zero">
+ <summary>
+ Don't assign this! It's assigned automatically when creating 0 duration tweens
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.Ease.INTERNAL_Custom">
+ <summary>
+ Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.LogBehaviour">
+ <summary>
+ Types of log behaviours
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.LogBehaviour.Default">
+ <summary>Log only warnings and errors</summary>
+ </member>
+ <member name="F:DG.Tweening.LogBehaviour.Verbose">
+ <summary>Log warnings, errors and additional infos</summary>
+ </member>
+ <member name="F:DG.Tweening.LogBehaviour.ErrorsOnly">
+ <summary>Log only errors</summary>
+ </member>
+ <member name="T:DG.Tweening.TweenSettingsExtensions">
+ <summary>
+ Methods that extend Tween objects and allow to set their parameters
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetAutoKill``1(``0)">
+ <summary>Sets the autoKill behaviour of the tween.
+ Has no effect if the tween has already started</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetAutoKill``1(``0,System.Boolean)">
+ <summary>Sets the autoKill behaviour of the tween.
+ Has no effect if the tween has already started</summary>
+ <param name="autoKillOnCompletion">If TRUE the tween will be automatically killed when complete</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetId``1(``0,System.Object)">
+ <summary>Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.</summary>
+ <param name="id">The ID to assign to this tween. Can be an int, a string, an object or anything else.</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetTarget``1(``0,System.Object)">
+ <summary>Sets the target for the tween, which can then be used as a filter with DOTween's static methods.
+ <para>IMPORTANT: use it with caution. If you just want to set an ID for the tween use <code>SetId</code> instead.</para>
+ When using shorcuts the shortcut target is already assigned as the tween's target,
+ so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.</summary>
+ <param name="target">The target to assign to this tween. Can be an int, a string, an object or anything else.</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetLoops``1(``0,System.Int32)">
+ <summary>Sets the looping options for the tween.
+ Has no effect if the tween has already started</summary>
+ <param name="loops">Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetLoops``1(``0,System.Int32,DG.Tweening.LoopType)">
+ <summary>Sets the looping options for the tween.
+ Has no effect if the tween has already started</summary>
+ <param name="loops">Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)</param>
+ <param name="loopType">Loop behaviour type (default: LoopType.Restart)</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease)">
+ <summary>Sets the ease of the tween.
+ <para>If applied to Sequences eases the whole sequence animation</para></summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease,System.Single)">
+ <summary>Sets the ease of the tween.
+ <para>If applied to Sequences eases the whole sequence animation</para></summary>
+ <param name="overshoot">Eventual overshoot to use with Back ease (default is 1.70158)</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease,System.Single,System.Single)">
+ <summary>Sets the ease of the tween.
+ <para>If applied to Sequences eases the whole sequence animation</para></summary>
+ <param name="amplitude">Eventual amplitude to use with Elastic easeType (default is 1.70158)</param>
+ <param name="period">Eventual period to use with Elastic easeType (default is 0)</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,UnityEngine.AnimationCurve)">
+ <summary>Sets the ease of the tween using an AnimationCurve.
+ <para>If applied to Sequences eases the whole sequence animation</para></summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.EaseFunction)">
+ <summary>Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1).
+ <para>If applied to Sequences eases the whole sequence animation</para></summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetRecyclable``1(``0)">
+ <summary>Allows the tween to be recycled after being killed.</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetRecyclable``1(``0,System.Boolean)">
+ <summary>Sets the recycling behaviour for the tween.</summary>
+ <param name="recyclable">If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,System.Boolean)">
+ <summary>Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale</summary>
+ <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,DG.Tweening.UpdateType)">
+ <summary>Sets the type of update for the tween</summary>
+ <param name="updateType">The type of update (defalt: UpdateType.Normal)</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,DG.Tweening.UpdateType,System.Boolean)">
+ <summary>Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale</summary>
+ <param name="updateType">The type of update</param>
+ <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.OnStart``1(``0,DG.Tweening.TweenCallback)">
+ <summary>Sets the onStart callback for the tween.
+ Called the first time the tween is set in a playing state, after any eventual delay</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.OnPlay``1(``0,DG.Tweening.TweenCallback)">
+ <summary>Sets the onPlay callback for the tween.
+ Called when the tween is set in a playing state, after any eventual delay.
+ Also called each time the tween resumes playing from a paused state</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.OnPause``1(``0,DG.Tweening.TweenCallback)">
+ <summary>Sets the onPlay callback for the tween.
+ Called when the tween state changes from playing to paused.
+ If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.OnRewind``1(``0,DG.Tweening.TweenCallback)">
+ <summary>Sets the onRewind callback for the tween.
+ Called when the tween is rewinded,
+ either by calling <code>Rewind</code> or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callback</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.OnUpdate``1(``0,DG.Tweening.TweenCallback)">
+ <summary>Sets the onUpdate callback for the tween.
+ Called each time the tween updates</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.OnStepComplete``1(``0,DG.Tweening.TweenCallback)">
+ <summary>Sets the onStepComplete callback for the tween.
+ Called the moment the tween completes one loop cycle, even when going backwards</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.OnComplete``1(``0,DG.Tweening.TweenCallback)">
+ <summary>Sets the onComplete callback for the tween.
+ Called the moment the tween reaches its final forward position, loops included</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.OnKill``1(``0,DG.Tweening.TweenCallback)">
+ <summary>Sets the onKill callback for the tween.
+ Called the moment the tween is killed</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.OnWaypointChange``1(``0,DG.Tweening.TweenCallback{System.Int32})">
+ <summary>Sets the onWaypointChange callback for the tween.
+ Called when a path tween's current waypoint changes</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetAs``1(``0,DG.Tweening.Tween)">
+ <summary>Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one.
+ Doesn't copy specific SetOptions settings: those will need to be applied manually each time.
+ <para>Has no effect if the tween has already started.</para>
+ NOTE: the tween's <code>target</code> will not be changed</summary>
+ <param name="asTween">Tween from which to copy the parameters</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetAs``1(``0,DG.Tweening.TweenParams)">
+ <summary>Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams.
+ <para>Has no effect if the tween has already started.</para></summary>
+ <param name="tweenParams">TweenParams from which to copy the parameters</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.Append(DG.Tweening.Sequence,DG.Tweening.Tween)">
+ <summary>Adds the given tween to the end of the Sequence.
+ Has no effect if the Sequence has already started</summary>
+ <param name="t">The tween to append</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.Prepend(DG.Tweening.Sequence,DG.Tweening.Tween)">
+ <summary>Adds the given tween to the beginning of the Sequence, pushing forward the other nested content.
+ Has no effect if the Sequence has already started</summary>
+ <param name="t">The tween to prepend</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.Join(DG.Tweening.Sequence,DG.Tweening.Tween)">
+ <summary>Inserts the given tween at the same time position of the last tween added to the Sequence.
+ Has no effect if the Sequence has already started</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.Insert(DG.Tweening.Sequence,System.Single,DG.Tweening.Tween)">
+ <summary>Inserts the given tween at the given time position in the Sequence,
+ automatically adding an interval if needed.
+ Has no effect if the Sequence has already started</summary>
+ <param name="atPosition">The time position where the tween will be placed</param>
+ <param name="t">The tween to insert</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.AppendInterval(DG.Tweening.Sequence,System.Single)">
+ <summary>Adds the given interval to the end of the Sequence.
+ Has no effect if the Sequence has already started</summary>
+ <param name="interval">The interval duration</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.PrependInterval(DG.Tweening.Sequence,System.Single)">
+ <summary>Adds the given interval to the beginning of the Sequence, pushing forward the other nested content.
+ Has no effect if the Sequence has already started</summary>
+ <param name="interval">The interval duration</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.AppendCallback(DG.Tweening.Sequence,DG.Tweening.TweenCallback)">
+ <summary>Adds the given callback to the end of the Sequence.
+ Has no effect if the Sequence has already started</summary>
+ <param name="callback">The callback to append</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.PrependCallback(DG.Tweening.Sequence,DG.Tweening.TweenCallback)">
+ <summary>Adds the given callback to the beginning of the Sequence, pushing forward the other nested content.
+ Has no effect if the Sequence has already started</summary>
+ <param name="callback">The callback to prepend</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.InsertCallback(DG.Tweening.Sequence,System.Single,DG.Tweening.TweenCallback)">
+ <summary>Inserts the given callback at the given time position in the Sequence,
+ automatically adding an interval if needed.
+ Has no effect if the Sequence has already started</summary>
+ <param name="atPosition">The time position where the callback will be placed</param>
+ <param name="callback">The callback to insert</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.From``1(``0)">
+ <summary>Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue
+ then immediately sends the target to the previously set endValue.</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.From``1(``0,System.Boolean)">
+ <summary>Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue
+ then immediately sends the target to the previously set endValue.</summary>
+ <param name="isRelative">If TRUE the FROM value will be calculated as relative to the current one</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetDelay``1(``0,System.Single)">
+ <summary>Sets a delayed startup for the tween.
+ <para>Has no effect on Sequences or if the tween has already started</para></summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetRelative``1(``0)">
+ <summary>Sets the tween as relative
+ (the endValue will be calculated as <code>startValue + endValue</code> instead than being used directly).
+ <para>Has no effect on Sequences or if the tween has already started</para></summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetRelative``1(``0,System.Boolean)">
+ <summary>If isRelative is TRUE sets the tween as relative
+ (the endValue will be calculated as <code>startValue + endValue</code> instead than being used directly).
+ <para>Has no effect on Sequences or if the tween has already started</para></summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetSpeedBased``1(``0)">
+ <summary>If isSpeedBased is TRUE sets the tween as speed based
+ (the duration will represent the number of units the tween moves x second).
+ <para>Has no effect on Sequences, nested tweens, or if the tween has already started</para></summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetSpeedBased``1(``0,System.Boolean)">
+ <summary>If isSpeedBased is TRUE sets the tween as speed based
+ (the duration will represent the number of units the tween moves x second).
+ <para>Has no effect on Sequences, nested tweens, or if the tween has already started</para></summary>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{System.Single,System.Single,DG.Tweening.Plugins.Options.FloatOptions},System.Boolean)">
+ <summary>Options for float tweens</summary>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
+ <summary>Options for Vector2 tweens</summary>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
+ <summary>Options for Vector2 tweens</summary>
+ <param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
+ <summary>Options for Vector3 tweens</summary>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
+ <summary>Options for Vector3 tweens</summary>
+ <param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
+ <summary>Options for Vector4 tweens</summary>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
+ <summary>Options for Vector4 tweens</summary>
+ <param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Vector3,DG.Tweening.Plugins.Options.QuaternionOptions},System.Boolean)">
+ <summary>Options for Quaternion tweens</summary>
+ <param name="useShortest360Route">If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°.
+ If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Color,UnityEngine.Color,DG.Tweening.Plugins.Options.ColorOptions},System.Boolean)">
+ <summary>Options for Color tweens</summary>
+ <param name="alphaOnly">If TRUE only the alpha value of the color will be tweened</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Rect,UnityEngine.Rect,DG.Tweening.Plugins.Options.RectOptions},System.Boolean)">
+ <summary>Options for Vector4 tweens</summary>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{System.String,System.String,DG.Tweening.Plugins.Options.StringOptions},System.Boolean,DG.Tweening.ScrambleMode,System.String)">
+ <summary>Options for Vector4 tweens</summary>
+ <param name="richTextEnabled">If TRUE, rich text will be interpreted correctly while animated,
+ otherwise all tags will be considered as normal text</param>
+ <param name="scrambleMode">The type of scramble to use, if any</param>
+ <param name="scrambleChars">A string containing the characters to use for scrambling.
+ Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
+ Leave it to NULL to use default ones</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3[],DG.Tweening.Plugins.Options.Vector3ArrayOptions},System.Boolean)">
+ <summary>Options for Vector3Array tweens</summary>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3[],DG.Tweening.Plugins.Options.Vector3ArrayOptions},DG.Tweening.AxisConstraint,System.Boolean)">
+ <summary>Options for Vector3Array tweens</summary>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},DG.Tweening.AxisConstraint,DG.Tweening.AxisConstraint)">
+ <summary>Options for Path tweens (created via the <code>DOPath</code> shortcut)</summary>
+ <param name="lockPosition">The eventual movement axis to lock. You can input multiple axis if you separate them like this:
+ <para>AxisConstrain.X | AxisConstraint.Y</para></param>
+ <param name="lockRotation">The eventual rotation axis to lock. You can input multiple axis if you separate them like this:
+ <para>AxisConstrain.X | AxisConstraint.Y</para></param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},System.Boolean,DG.Tweening.AxisConstraint,DG.Tweening.AxisConstraint)">
+ <summary>Options for Path tweens (created via the <code>DOPath</code> shortcut)</summary>
+ <param name="closePath">If TRUE the path will be automatically closed</param>
+ <param name="lockPosition">The eventual movement axis to lock. You can input multiple axis if you separate them like this:
+ <para>AxisConstrain.X | AxisConstraint.Y</para></param>
+ <param name="lockRotation">The eventual rotation axis to lock. You can input multiple axis if you separate them like this:
+ <para>AxisConstrain.X | AxisConstraint.Y</para></param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Vector3})">
+ <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut).
+ Orients the target towards the given position.
+ Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary>
+ <param name="lookAtPosition">The position to look at</param>
+ <param name="forwardDirection">The eventual direction to consider as "forward".
+ If left to NULL defaults to the regular forward side of the transform</param>
+ <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},UnityEngine.Transform,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Vector3})">
+ <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut).
+ Orients the target towards another transform.
+ Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary>
+ <param name="lookAtTransform">The transform to look at</param>
+ <param name="forwardDirection">The eventual direction to consider as "forward".
+ If left to NULL defaults to the regular forward side of the transform</param>
+ <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
+ </member>
+ <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},System.Single,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Vector3})">
+ <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut).
+ Orients the target to the path, with the given lookAhead.
+ Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary>
+ <param name="lookAhead">The percentage of lookAhead to use (0 to 1)</param>
+ <param name="forwardDirection">The eventual direction to consider as "forward".
+ If left to NULL defaults to the regular forward side of the transform</param>
+ <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
+ </member>
+ <member name="T:DG.Tweening.TweenExtensions">
+ <summary>
+ Methods that extend Tween objects and allow to control or get data from them
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.Complete(DG.Tweening.Tween)">
+ <summary>Completes the tween</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.Flip(DG.Tweening.Tween)">
+ <summary>Flips the direction of this tween (backwards if it was going forward or viceversa)</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.ForceInit(DG.Tweening.Tween)">
+ <summary>Forces the tween to initialize its settings immediately</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.Goto(DG.Tweening.Tween,System.Single,System.Boolean)">
+ <summary>Send the tween to the given position in time</summary>
+ <param name="to">Time position to reach
+ (if higher than the whole tween duration the tween will simply reach its end)</param>
+ <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.Kill(DG.Tweening.Tween,System.Boolean)">
+ <summary>Kills the tween</summary>
+ <param name="complete">If TRUE completes the tween before killing it</param>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.Pause``1(``0)">
+ <summary>Pauses the tween</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.Play``1(``0)">
+ <summary>Plays the tween</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.PlayBackwards(DG.Tweening.Tween)">
+ <summary>Sets the tween in a backwards direction and plays it</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.PlayForward(DG.Tweening.Tween)">
+ <summary>Sets the tween in a forward direction and plays it</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.Restart(DG.Tweening.Tween,System.Boolean)">
+ <summary>Restarts the tween from the beginning</summary>
+ <param name="includeDelay">If TRUE includes the eventual tween delay, otherwise skips it</param>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.Rewind(DG.Tweening.Tween,System.Boolean)">
+ <summary>Rewinds the tween</summary>
+ <param name="includeDelay">If TRUE includes the eventual tween delay, otherwise skips it</param>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.TogglePause(DG.Tweening.Tween)">
+ <summary>Plays the tween if it was paused, pauses it if it was playing</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.GotoWaypoint(DG.Tweening.Tween,System.Int32,System.Boolean)">
+ <summary>Send a path tween to the given waypoint.
+ Has no effect if this is not a path tween.
+ <para>BEWARE, this is a special utility method:
+ it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually
+ (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes)</para></summary>
+ <param name="waypointIndex">Waypoint index to reach
+ (if higher than the max waypoint index the tween will simply go to the last one)</param>
+ <param name="andPlay">If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it</param>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.WaitForCompletion(DG.Tweening.Tween)">
+ <summary>
+ Creates a yield instruction that waits until the tween is killed or complete.
+ It can be used inside a coroutine as a yield.
+ <para>Example usage:</para><code>yield return myTween.WaitForCompletion();</code>
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.WaitForRewind(DG.Tweening.Tween)">
+ <summary>
+ Creates a yield instruction that waits until the tween is killed or rewinded.
+ It can be used inside a coroutine as a yield.
+ <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code>
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.WaitForKill(DG.Tweening.Tween)">
+ <summary>
+ Creates a yield instruction that waits until the tween is killed.
+ It can be used inside a coroutine as a yield.
+ <para>Example usage:</para><code>yield return myTween.WaitForKill();</code>
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.WaitForElapsedLoops(DG.Tweening.Tween,System.Int32)">
+ <summary>
+ Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops.
+ It can be used inside a coroutine as a yield.
+ <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code>
+ </summary>
+ <param name="elapsedLoops">Elapsed loops to wait for</param>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.WaitForPosition(DG.Tweening.Tween,System.Single)">
+ <summary>
+ Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded).
+ It can be used inside a coroutine as a yield.
+ <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code>
+ </summary>
+ <param name="position">Position (loops included, delays excluded) to wait for</param>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.WaitForStart(DG.Tweening.Tween)">
+ <summary>
+ Creates a yield instruction that waits until the tween is killed or started
+ (meaning when the tween is set in a playing state the first time, after any eventual delay).
+ It can be used inside a coroutine as a yield.
+ <para>Example usage:</para><code>yield return myTween.WaitForStart();</code>
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.CompletedLoops(DG.Tweening.Tween)">
+ <summary>Returns the total number of loops completed by this tween</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.Delay(DG.Tweening.Tween)">
+ <summary>Returns the eventual delay set for this tween</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.Duration(DG.Tweening.Tween,System.Boolean)">
+ <summary>Returns the duration of this tween (delays excluded).
+ <para>NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts</para></summary>
+ <param name="includeLoops">If TRUE returns the full duration loops included,
+ otherwise the duration of a single loop cycle</param>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.Elapsed(DG.Tweening.Tween,System.Boolean)">
+ <summary>Returns the elapsed time for this tween (delays exluded)</summary>
+ <param name="includeLoops">If TRUE returns the elapsed time since startup loops included,
+ otherwise the elapsed time within the current loop cycle</param>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.ElapsedPercentage(DG.Tweening.Tween,System.Boolean)">
+ <summary>Returns the elapsed percentage (0 to 1) of this tween (delays exluded)</summary>
+ <param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included,
+ otherwise the elapsed percentage within the current loop cycle</param>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.ElapsedDirectionalPercentage(DG.Tweening.Tween)">
+ <summary>Returns the elapsed percentage (0 to 1) of this tween (delays exluded),
+ based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.IsActive(DG.Tweening.Tween)">
+ <summary>Returns FALSE if this tween has been killed.
+ <para>BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.</para>
+ When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL.
+ If you want to be sure your references are set to NULL when a tween is killed you can use the <code>OnKill</code> callback like this:
+ <para><code>.OnKill(()=> myTweenReference = null)</code></para></summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.IsBackwards(DG.Tweening.Tween)">
+ <summary>Returns TRUE if this tween was reversed and is set to go backwards</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.IsComplete(DG.Tweening.Tween)">
+ <summary>Returns TRUE if the tween is complete
+ (silently fails and returns FALSE if the tween has been killed)</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.IsInitialized(DG.Tweening.Tween)">
+ <summary>Returns TRUE if this tween has been initialized</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.IsPlaying(DG.Tweening.Tween)">
+ <summary>Returns TRUE if this tween is playing</summary>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.PathGetPoint(DG.Tweening.Tween,System.Single)">
+ <summary>
+ Returns a point on a path based on the given path percentage
+ (returns <code>Vector3.zero</code> if this is not a path tween, if the tween is invalid, or if the path is not yet initialized)
+ A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
+ You can force a path to be initialized by calling <code>myTween.ForceInit()</code>.
+ </summary>
+ <param name="pathPercentage">Percentage of the path (0 to 1) on which to get the point</param>
+ </member>
+ <member name="M:DG.Tweening.TweenExtensions.PathLength(DG.Tweening.Tween)">
+ <summary>
+ Returns the length of a path (returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized).
+ A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
+ You can force a path to be initialized by calling <code>myTween.ForceInit()</code>.
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.TweenCallback">
+ <summary>
+ Used for tween callbacks
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.TweenCallback`1">
+ <summary>
+ Used for tween callbacks
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.EaseFunction">
+ <summary>
+ Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1.
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.Core.DOGetter`1">
+ <summary>
+ Used in place of <c>System.Func</c>, which is not available in mscorlib.
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.Core.DOSetter`1">
+ <summary>
+ Used in place of <c>System.Action</c>.
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.AutoPlay">
+ <summary>
+ Types of autoPlay behaviours
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.AutoPlay.None">
+ <summary>No tween is automatically played</summary>
+ </member>
+ <member name="F:DG.Tweening.AutoPlay.AutoPlaySequences">
+ <summary>Only Sequences are automatically played</summary>
+ </member>
+ <member name="F:DG.Tweening.AutoPlay.AutoPlayTweeners">
+ <summary>Only Tweeners are automatically played</summary>
+ </member>
+ <member name="F:DG.Tweening.AutoPlay.All">
+ <summary>All tweens are automatically played</summary>
+ </member>
+ <member name="T:DG.Tweening.ShortcutExtensions">
+ <summary>
+ Methods that extend known Unity objects and allow to directly create and control tweens from their instances
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOFade(UnityEngine.AudioSource,System.Single,System.Single)">
+ <summary>Tweens an AudioSource's volume to the given value.
+ Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOPitch(UnityEngine.AudioSource,System.Single,System.Single)">
+ <summary>Tweens an AudioSource's pitch to the given value.
+ Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOAspect(UnityEngine.Camera,System.Single,System.Single)">
+ <summary>Tweens a Camera's <code>aspect</code> to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Camera,UnityEngine.Color,System.Single)">
+ <summary>Tweens a Camera's backgroundColor to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOFarClipPlane(UnityEngine.Camera,System.Single,System.Single)">
+ <summary>Tweens a Camera's <code>farClipPlane</code> to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOFieldOfView(UnityEngine.Camera,System.Single,System.Single)">
+ <summary>Tweens a Camera's <code>fieldOfView</code> to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DONearClipPlane(UnityEngine.Camera,System.Single,System.Single)">
+ <summary>Tweens a Camera's <code>nearClipPlane</code> to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOOrthoSize(UnityEngine.Camera,System.Single,System.Single)">
+ <summary>Tweens a Camera's <code>orthographicSize</code> to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOPixelRect(UnityEngine.Camera,UnityEngine.Rect,System.Single)">
+ <summary>Tweens a Camera's <code>pixelRect</code> to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DORect(UnityEngine.Camera,UnityEngine.Rect,System.Single)">
+ <summary>Tweens a Camera's <code>rect</code> to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single)">
+ <summary>Shakes a Camera's localPosition along its relative X Y axes with the given values.
+ Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+ <param name="duration">The duration of the tween</param>
+ <param name="strength">The shake strength</param>
+ <param name="vibrato">Indicates how much will the shake vibrate</param>
+ <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
+ <summary>Shakes a Camera's localPosition along its relative X Y axes with the given values.
+ Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+ <param name="duration">The duration of the tween</param>
+ <param name="strength">The shake strength on each axis</param>
+ <param name="vibrato">Indicates how much will the shake vibrate</param>
+ <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single)">
+ <summary>Shakes a Camera's localRotation.
+ Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+ <param name="duration">The duration of the tween</param>
+ <param name="strength">The shake strength</param>
+ <param name="vibrato">Indicates how much will the shake vibrate</param>
+ <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
+ <summary>Shakes a Camera's localRotation.
+ Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+ <param name="duration">The duration of the tween</param>
+ <param name="strength">The shake strength on each axis</param>
+ <param name="vibrato">Indicates how much will the shake vibrate</param>
+ <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Light,UnityEngine.Color,System.Single)">
+ <summary>Tweens a Light's color to the given value.
+ Also stores the light as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOIntensity(UnityEngine.Light,System.Single,System.Single)">
+ <summary>Tweens a Light's intensity to the given value.
+ Also stores the light as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOShadowStrength(UnityEngine.Light,System.Single,System.Single)">
+ <summary>Tweens a Light's shadowStrength to the given value.
+ Also stores the light as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.LineRenderer,DG.Tweening.Color2,DG.Tweening.Color2,System.Single)">
+ <summary>Tweens a LineRenderer's color to the given value.
+ Also stores the LineRenderer as the tween's target so it can be used for filtered operations.
+ <para>Note that this method requires to also insert the start colors for the tween,
+ since LineRenderers have no way to get them.</para></summary>
+ <param name="startValue">The start value to tween from</param>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Material,UnityEngine.Color,System.Single)">
+ <summary>Tweens a Material's color to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Material,UnityEngine.Color,System.String,System.Single)">
+ <summary>Tweens a Material's named color property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param>
+ <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
+ <param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOFade(UnityEngine.Material,System.Single,System.Single)">
+ <summary>Tweens a Material's alpha color to the given value
+ (will have no effect unless your material supports transparency).
+ Also stores the material as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOFade(UnityEngine.Material,System.Single,System.String,System.Single)">
+ <summary>Tweens a Material's alpha color to the given value
+ (will have no effect unless your material supports transparency).
+ Also stores the material as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param>
+ <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
+ <param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOFloat(UnityEngine.Material,System.Single,System.String,System.Single)">
+ <summary>Tweens a Material's named float property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param>
+ <param name="property">The name of the material property to tween</param>
+ <param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOOffset(UnityEngine.Material,UnityEngine.Vector2,System.Single)">
+ <summary>Tweens a Material's texture offset to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param>
+ <param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOOffset(UnityEngine.Material,UnityEngine.Vector2,System.String,System.Single)">
+ <summary>Tweens a Material's named texture offset property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param>
+ <param name="property">The name of the material property to tween</param>
+ <param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOTiling(UnityEngine.Material,UnityEngine.Vector2,System.Single)">
+ <summary>Tweens a Material's texture scale to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param>
+ <param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOTiling(UnityEngine.Material,UnityEngine.Vector2,System.String,System.Single)">
+ <summary>Tweens a Material's named texture scale property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param>
+ <param name="property">The name of the material property to tween</param>
+ <param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOVector(UnityEngine.Material,UnityEngine.Vector4,System.String,System.Single)">
+ <summary>Tweens a Material's named Vector property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param>
+ <param name="property">The name of the material property to tween</param>
+ <param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOMove(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Single,System.Boolean)">
+ <summary>Tweens a Rigidbody's position to the given value.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOMoveX(UnityEngine.Rigidbody,System.Single,System.Single,System.Boolean)">
+ <summary>Tweens a Rigidbody's X position to the given value.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOMoveY(UnityEngine.Rigidbody,System.Single,System.Single,System.Boolean)">
+ <summary>Tweens a Rigidbody's Y position to the given value.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOMoveZ(UnityEngine.Rigidbody,System.Single,System.Single,System.Boolean)">
+ <summary>Tweens a Rigidbody's Z position to the given value.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DORotate(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)">
+ <summary>Tweens a Rigidbody's rotation to the given value.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="mode">Rotation mode</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOLookAt(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Single,DG.Tweening.AxisConstraint,System.Nullable{UnityEngine.Vector3})">
+ <summary>Tweens a Rigidbody's rotation so that it will look towards the given position.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
+ <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>
+ <param name="axisConstraint">Eventual axis constraint for the rotation</param>
+ <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
+ <summary>Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis.
+ Returns a Sequence instead of a Tweener.
+ Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param>
+ <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
+ <param name="numJumps">Total number of jumps</param>
+ <param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOResize(UnityEngine.TrailRenderer,System.Single,System.Single,System.Single)">
+ <summary>Tweens a TrailRenderer's startWidth/endWidth to the given value.
+ Also stores the TrailRenderer as the tween's target so it can be used for filtered operations</summary>
+ <param name="toStartWidth">The end startWidth to reach</param><param name="toEndWidth">The end endWidth to reach</param>
+ <param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOTime(UnityEngine.TrailRenderer,System.Single,System.Single)">
+ <summary>Tweens a TrailRenderer's time to the given value.
+ Also stores the TrailRenderer as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOMove(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
+ <summary>Tweens a Transform's position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOMoveX(UnityEngine.Transform,System.Single,System.Single,System.Boolean)">
+ <summary>Tweens a Transform's X position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOMoveY(UnityEngine.Transform,System.Single,System.Single,System.Boolean)">
+ <summary>Tweens a Transform's Y position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOMoveZ(UnityEngine.Transform,System.Single,System.Single,System.Boolean)">
+ <summary>Tweens a Transform's Z position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMove(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
+ <summary>Tweens a Transform's localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMoveX(UnityEngine.Transform,System.Single,System.Single,System.Boolean)">
+ <summary>Tweens a Transform's X localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMoveY(UnityEngine.Transform,System.Single,System.Single,System.Boolean)">
+ <summary>Tweens a Transform's Y localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMoveZ(UnityEngine.Transform,System.Single,System.Single,System.Boolean)">
+ <summary>Tweens a Transform's Z localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DORotate(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)">
+ <summary>Tweens a Transform's rotation to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="mode">Rotation mode</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOLocalRotate(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)">
+ <summary>Tweens a Transform's localRotation to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="mode">Rotation mode</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOScale(UnityEngine.Transform,UnityEngine.Vector3,System.Single)">
+ <summary>Tweens a Transform's localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOScale(UnityEngine.Transform,System.Single,System.Single)">
+ <summary>Tweens a Transform's localScale uniformly to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOScaleX(UnityEngine.Transform,System.Single,System.Single)">
+ <summary>Tweens a Transform's X localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOScaleY(UnityEngine.Transform,System.Single,System.Single)">
+ <summary>Tweens a Transform's Y localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOScaleZ(UnityEngine.Transform,System.Single,System.Single)">
+ <summary>Tweens a Transform's Z localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOLookAt(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.AxisConstraint,System.Nullable{UnityEngine.Vector3})">
+ <summary>Tweens a Transform's rotation so that it will look towards the given position.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>
+ <param name="axisConstraint">Eventual axis constraint for the rotation</param>
+ <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOPunchPosition(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
+ <summary>Punches a Transform's localPosition towards the given direction and then back to the starting one
+ as if it was connected to the starting position via an elastic.</summary>
+ <param name="punch">The direction and strength of the punch (added to the Transform's current position)</param>
+ <param name="duration">The duration of the tween</param>
+ <param name="vibrato">Indicates how much will the punch vibrate</param>
+ <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
+ 1 creates a full oscillation between the punch direction and the opposite direction,
+ while 0 oscillates only between the punch and the start position</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOPunchScale(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single)">
+ <summary>Punches a Transform's localScale towards the given size and then back to the starting one
+ as if it was connected to the starting scale via an elastic.</summary>
+ <param name="punch">The punch strength (added to the Transform's current scale)</param>
+ <param name="duration">The duration of the tween</param>
+ <param name="vibrato">Indicates how much will the punch vibrate</param>
+ <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.
+ 1 creates a full oscillation between the punch scale and the opposite scale,
+ while 0 oscillates only between the punch scale and the start scale</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOPunchRotation(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single)">
+ <summary>Punches a Transform's localRotation towards the given size and then back to the starting one
+ as if it was connected to the starting rotation via an elastic.</summary>
+ <param name="punch">The punch strength (added to the Transform's current rotation)</param>
+ <param name="duration">The duration of the tween</param>
+ <param name="vibrato">Indicates how much will the punch vibrate</param>
+ <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards.
+ 1 creates a full oscillation between the punch rotation and the opposite rotation,
+ while 0 oscillates only between the punch and the start rotation</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
+ <summary>Shakes a Transform's localPosition with the given values.</summary>
+ <param name="duration">The duration of the tween</param>
+ <param name="strength">The shake strength</param>
+ <param name="vibrato">Indicates how much will the shake vibrate</param>
+ <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
+ <summary>Shakes a Transform's localPosition with the given values.</summary>
+ <param name="duration">The duration of the tween</param>
+ <param name="strength">The shake strength on each axis</param>
+ <param name="vibrato">Indicates how much will the shake vibrate</param>
+ <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single)">
+ <summary>Shakes a Transform's localRotation.</summary>
+ <param name="duration">The duration of the tween</param>
+ <param name="strength">The shake strength</param>
+ <param name="vibrato">Indicates how much will the shake vibrate</param>
+ <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
+ <summary>Shakes a Transform's localRotation.</summary>
+ <param name="duration">The duration of the tween</param>
+ <param name="strength">The shake strength on each axis</param>
+ <param name="vibrato">Indicates how much will the shake vibrate</param>
+ <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single)">
+ <summary>Shakes a Transform's localScale.</summary>
+ <param name="duration">The duration of the tween</param>
+ <param name="strength">The shake strength</param>
+ <param name="vibrato">Indicates how much will the shake vibrate</param>
+ <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
+ <summary>Shakes a Transform's localScale.</summary>
+ <param name="duration">The duration of the tween</param>
+ <param name="strength">The shake strength on each axis</param>
+ <param name="vibrato">Indicates how much will the shake vibrate</param>
+ <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
+ <summary>Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis.
+ Returns a Sequence instead of a Tweener.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param>
+ <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
+ <param name="numJumps">Total number of jumps</param>
+ <param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOLocalJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
+ <summary>Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis.
+ Returns a Sequence instead of a Tweener.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param>
+ <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
+ <param name="numJumps">Total number of jumps</param>
+ <param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOPath(UnityEngine.Transform,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})">
+ <summary>Tweens a Transform's position through the given path waypoints, using the chosen path algorithm.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="path">The waypoints to go through</param>
+ <param name="duration">The duration of the tween</param>
+ <param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param>
+ <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
+ <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
+ Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
+ <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOLocalPath(UnityEngine.Transform,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})">
+ <summary>Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="path">The waypoint to go through</param>
+ <param name="duration">The duration of the tween</param>
+ <param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param>
+ <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
+ <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
+ Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
+ <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Light,UnityEngine.Color,System.Single)">
+ <summary>Tweens a Light's color to the given value,
+ in a way that allows other DOBlendableColor tweens to work together on the same target,
+ instead than fight each other as multiple DOColor would do.
+ Also stores the Light as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.Single)">
+ <summary>Tweens a Material's color to the given value,
+ in a way that allows other DOBlendableColor tweens to work together on the same target,
+ instead than fight each other as multiple DOColor would do.
+ Also stores the Material as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.String,System.Single)">
+ <summary>Tweens a Material's named color property to the given value,
+ in a way that allows other DOBlendableColor tweens to work together on the same target,
+ instead than fight each other as multiple DOColor would do.
+ Also stores the Material as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The value to tween to</param>
+ <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
+ <param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
+ <summary>Tweens a Transform's position BY the given value (as if you chained a <code>SetRelative</code>),
+ in a way that allows other DOBlendableMove tweens to work together on the same target,
+ instead than fight each other as multiple DOMove would do.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableLocalMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
+ <summary>Tweens a Transform's localPosition BY the given value (as if you chained a <code>SetRelative</code>),
+ in a way that allows other DOBlendableMove tweens to work together on the same target,
+ instead than fight each other as multiple DOMove would do.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableRotateBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)">
+ <summary>EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a <code>SetRelative</code>),
+ in a way that allows other DOBlendableRotate tweens to work together on the same target,
+ instead than fight each other as multiple DORotate would do.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
+ <param name="mode">Rotation mode</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableLocalRotateBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)">
+ <summary>EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a <code>SetRelative</code>),
+ in a way that allows other DOBlendableRotate tweens to work together on the same target,
+ instead than fight each other as multiple DORotate would do.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
+ <param name="mode">Rotation mode</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableScaleBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single)">
+ <summary>Tweens a Transform's localScale BY the given value (as if you chained a <code>SetRelative</code>),
+ in a way that allows other DOBlendableScale tweens to work together on the same target,
+ instead than fight each other as multiple DOScale would do.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOComplete(UnityEngine.Component)">
+ <summary>
+ Completes all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens completed
+ (meaning the tweens that don't have infinite loops and were not already complete)
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOKill(UnityEngine.Component,System.Boolean)">
+ <summary>
+ Kills all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens killed.
+ </summary>
+ <param name="complete">If TRUE completes the tween before killing it</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOFlip(UnityEngine.Component)">
+ <summary>
+ Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens flipped.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOGoto(UnityEngine.Component,System.Single,System.Boolean)">
+ <summary>
+ Sends to the given position all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens involved.
+ </summary>
+ <param name="to">Time position to reach
+ (if higher than the whole tween duration the tween will simply reach its end)</param>
+ <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOPause(UnityEngine.Component)">
+ <summary>
+ Pauses all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens paused.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOPlay(UnityEngine.Component)">
+ <summary>
+ Plays all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOPlayBackwards(UnityEngine.Component)">
+ <summary>
+ Plays backwards all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOPlayForward(UnityEngine.Component)">
+ <summary>
+ Plays forward all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DORestart(UnityEngine.Component,System.Boolean)">
+ <summary>
+ Restarts all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens restarted.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DORewind(UnityEngine.Component,System.Boolean)">
+ <summary>
+ Rewinds all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens rewinded.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions.DOTogglePause(UnityEngine.Component)">
+ <summary>
+ Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens involved.
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.PathType">
+ <summary>
+ Type of path to use with DOPath tweens
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.PathType.Linear">
+ <summary>Linear, composed of straight segments between each waypoint</summary>
+ </member>
+ <member name="F:DG.Tweening.PathType.CatmullRom">
+ <summary>Curved path (which uses Catmull-Rom curves)</summary>
+ </member>
+ <member name="T:DG.Tweening.DOTween">
+ <summary>
+ Main DOTween class. Contains static methods to create and control tweens in a generic way
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.DOTween.Version">
+ <summary>DOTween's version</summary>
+ </member>
+ <member name="F:DG.Tweening.DOTween.useSafeMode">
+ <summary>If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things
+ (like targets becoming null while a tween is playing).
+ <para>Default: TRUE</para></summary>
+ </member>
+ <member name="F:DG.Tweening.DOTween.showUnityEditorReport">
+ <summary>If TRUE you will get a DOTween report when exiting play mode (only in the Editor).
+ Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly.
+ Beware, this will slightly slow down your tweens while inside Unity Editor.
+ <para>Default: FALSE</para></summary>
+ </member>
+ <member name="F:DG.Tweening.DOTween.timeScale">
+ <summary>Global DOTween timeScale.
+ <para>Default: 1</para></summary>
+ </member>
+ <member name="F:DG.Tweening.DOTween.drawGizmos">
+ <summary>If TRUE draws path gizmos in Unity Editor (if the gizmos button is active).
+ Deactivate this if you want to avoid gizmos overhead while in Unity Editor</summary>
+ </member>
+ <member name="F:DG.Tweening.DOTween.defaultUpdateType">
+ <summary>Default updateType for new tweens.
+ <para>Default: UpdateType.Normal</para></summary>
+ </member>
+ <member name="F:DG.Tweening.DOTween.defaultTimeScaleIndependent">
+ <summary>Sets whether Unity's timeScale should be taken into account by default or not.
+ <para>Default: false</para></summary>
+ </member>
+ <member name="F:DG.Tweening.DOTween.defaultAutoPlay">
+ <summary>Default autoPlay behaviour for new tweens.
+ <para>Default: AutoPlay.All</para></summary>
+ </member>
+ <member name="F:DG.Tweening.DOTween.defaultAutoKill">
+ <summary>Default autoKillOnComplete behaviour for new tweens.
+ <para>Default: TRUE</para></summary>
+ </member>
+ <member name="F:DG.Tweening.DOTween.defaultLoopType">
+ <summary>Default loopType applied to all new tweens.
+ <para>Default: LoopType.Restart</para></summary>
+ </member>
+ <member name="F:DG.Tweening.DOTween.defaultRecyclable">
+ <summary>If TRUE all newly created tweens are set as recyclable, otherwise not.
+ <para>Default: FALSE</para></summary>
+ </member>
+ <member name="F:DG.Tweening.DOTween.defaultEaseType">
+ <summary>Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default).
+ <para>Default: Ease.InOutQuad</para></summary>
+ </member>
+ <member name="F:DG.Tweening.DOTween.defaultEaseOvershootOrAmplitude">
+ <summary>Default overshoot/amplitude used for eases
+ <para>Default: 1.70158f</para></summary>
+ </member>
+ <member name="F:DG.Tweening.DOTween.defaultEasePeriod">
+ <summary>Default period used for eases
+ <para>Default: 0</para></summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.Init(System.Nullable{System.Boolean},System.Nullable{System.Boolean},System.Nullable{DG.Tweening.LogBehaviour})">
+ <summary>
+ Must be called once, before the first ever DOTween call/reference,
+ otherwise it will be called automatically and will use default options.
+ Calling it a second time won't have any effect.
+ <para>You can chain <code>SetCapacity</code> to this method, to directly set the max starting size of Tweeners and Sequences:</para>
+ <code>DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20);</code>
+ </summary>
+ <param name="recycleAllByDefault">If TRUE all new tweens will be set for recycling, meaning that when killed,
+ instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid
+ GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active
+ even if they were killed (since they might have been respawned and are now being used for other tweens).
+ <para>If you want to automatically set your tween references to NULL when a tween is killed
+ you can use the OnKill callback like this:</para>
+ <code>.OnKill(()=> myTweenReference = null)</code>
+ <para>You can change this setting at any time by changing the static <see cref="F:DG.Tweening.DOTween.defaultRecyclable"/> property,
+ or you can set the recycling behaviour for each tween separately, using:</para>
+ <para><code>SetRecyclable(bool recyclable)</code></para>
+ <para>Default: FALSE</para></param>
+ <param name="useSafeMode">If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things
+ (like targets becoming null while a tween is playing).
+ You can change this setting at any time by changing the static <see cref="F:DG.Tweening.DOTween.useSafeMode"/> property.
+ <para>Default: FALSE</para></param>
+ <param name="logBehaviour">Type of logging to use.
+ You can change this setting at any time by changing the static <see cref="P:DG.Tweening.DOTween.logBehaviour"/> property.
+ <para>Default: ErrorsOnly</para></param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.SetTweensCapacity(System.Int32,System.Int32)">
+ <summary>
+ Directly sets the current max capacity of Tweeners and Sequences
+ (meaning how many Tweeners and Sequences can be running at the same time),
+ so that DOTween doesn't need to automatically increase them in case the max is reached
+ (which might lead to hiccups when that happens).
+ Sequences capacity must be less or equal to Tweeners capacity
+ (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+ Beware: use this method only when there are no tweens running.
+ </summary>
+ <param name="tweenersCapacity">Max Tweeners capacity.
+ Default: 200</param>
+ <param name="sequencesCapacity">Max Sequences capacity.
+ Default: 50</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.Clear(System.Boolean)">
+ <summary>
+ Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values.
+ </summary>
+ <param name="destroy">If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else
+ (so that next time you use it it will need to be re-initialized)</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.ClearCachedTweens">
+ <summary>
+ Clears all cached tween pools.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.Validate">
+ <summary>
+ Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL)
+ and returns the total number of invalid tweens found and removed.
+ <para>Automatically called when loading a new scene if <see cref="F:DG.Tweening.DOTween.useSafeMode"/> is TRUE.</para>
+ BEWARE: this is a slightly expensive operation so use it with care
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Single},DG.Tweening.Core.DOSetter{System.Single},System.Single,System.Single)">
+ <summary>Tweens a property or field to the given value using default plugins</summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Int32},DG.Tweening.Core.DOSetter{System.Int32},System.Int32,System.Single)">
+ <summary>Tweens a property or field to the given value using default plugins</summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.UInt32},DG.Tweening.Core.DOSetter{System.UInt32},System.UInt32,System.Single)">
+ <summary>Tweens a property or field to the given value using default plugins</summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Int64},DG.Tweening.Core.DOSetter{System.Int64},System.Int64,System.Single)">
+ <summary>Tweens a property or field to the given value using default plugins</summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.UInt64},DG.Tweening.Core.DOSetter{System.UInt64},System.UInt64,System.Single)">
+ <summary>Tweens a property or field to the given value using default plugins</summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.String},DG.Tweening.Core.DOSetter{System.String},System.String,System.Single)">
+ <summary>Tweens a property or field to the given value using default plugins</summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector2},DG.Tweening.Core.DOSetter{UnityEngine.Vector2},UnityEngine.Vector2,System.Single)">
+ <summary>Tweens a property or field to the given value using default plugins</summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3,System.Single)">
+ <summary>Tweens a property or field to the given value using default plugins</summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector4},DG.Tweening.Core.DOSetter{UnityEngine.Vector4},UnityEngine.Vector4,System.Single)">
+ <summary>Tweens a property or field to the given value using default plugins</summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Quaternion},DG.Tweening.Core.DOSetter{UnityEngine.Quaternion},UnityEngine.Vector3,System.Single)">
+ <summary>Tweens a property or field to the given value using default plugins</summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},UnityEngine.Color,System.Single)">
+ <summary>Tweens a property or field to the given value using default plugins</summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Rect},DG.Tweening.Core.DOSetter{UnityEngine.Rect},UnityEngine.Rect,System.Single)">
+ <summary>Tweens a property or field to the given value using default plugins</summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.RectOffset},DG.Tweening.Core.DOSetter{UnityEngine.RectOffset},UnityEngine.RectOffset,System.Single)">
+ <summary>Tweens a property or field to the given value using default plugins</summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.To``3(DG.Tweening.Plugins.Core.ABSTweenPlugin{``0,``1,``2},DG.Tweening.Core.DOGetter{``0},DG.Tweening.Core.DOSetter{``0},``1,System.Single)">
+ <summary>Tweens a property or field to the given value using a custom plugin</summary>
+ <param name="plugin">The plugin to use. Each custom plugin implements a static <code>Get()</code> method
+ you'll need to call to assign the correct plugin in the correct way, like this:
+ <para><code>CustomPlugin.Get()</code></para></param>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.ToAxis(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,DG.Tweening.AxisConstraint)">
+ <summary>Tweens only one axis of a Vector3 to the given value using default plugins.</summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+ <param name="axisConstraint">The axis to tween</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.ToAlpha(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},System.Single,System.Single)">
+ <summary>Tweens only the alpha of a Color to the given value using default plugins</summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOSetter{System.Single},System.Single,System.Single,System.Single)">
+ <summary>Tweens a virtual property from the given start to the given end value
+ and implements a setter that allows to use that value with an external method or a lambda
+ <para>Example:</para>
+ <code>To(MyMethod, 0, 12, 0.5f);</code>
+ <para>Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween)</para></summary>
+ <param name="setter">The action to perform with the tweened value</param>
+ <param name="startValue">The value to start from</param>
+ <param name="endValue">The end value to reach</param>
+ <param name="duration">The duration of the virtual tween
+ </param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.Punch(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3,System.Single,System.Int32,System.Single)">
+ <summary>Punches a Vector3 towards the given direction and then back to the starting one
+ as if it was connected to the starting position via an elastic.
+ <para>This tween type generates some GC allocations at startup</para></summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="direction">The direction and strength of the punch</param>
+ <param name="duration">The duration of the tween</param>
+ <param name="vibrato">Indicates how much will the punch vibrate</param>
+ <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
+ 1 creates a full oscillation between the direction and the opposite decaying direction,
+ while 0 oscillates only between the starting position and the decaying direction</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.Shake(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
+ <summary>Shakes a Vector3 with the given values.</summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="duration">The duration of the tween</param>
+ <param name="strength">The shake strength</param>
+ <param name="vibrato">Indicates how much will the shake vibrate</param>
+ <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction and behave like a random punch.</param>
+ <param name="ignoreZAxis">If TRUE only shakes on the X Y axis (looks better with things like cameras).</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.Shake(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
+ <summary>Shakes a Vector3 with the given values.</summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="duration">The duration of the tween</param>
+ <param name="strength">The shake strength on each axis</param>
+ <param name="vibrato">Indicates how much will the shake vibrate</param>
+ <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction and behave like a random punch.</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.ToArray(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3[],System.Single[])">
+ <summary>Tweens a property or field to the given values using default plugins.
+ Ease is applied between each segment and not as a whole.
+ <para>This tween type generates some GC allocations at startup</para></summary>
+ <param name="getter">A getter for the field or property to tween.
+ <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+ <param name="setter">A setter for the field or property to tween
+ <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+ <param name="endValues">The end values to reach for each segment. This array must have the same length as <code>durations</code></param>
+ <param name="durations">The duration of each segment. This array must have the same length as <code>endValues</code></param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.Sequence">
+ <summary>
+ Returns a new <see cref="M:DG.Tweening.DOTween.Sequence"/> to be used for tween groups
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.CompleteAll">
+ <summary>Completes all tweens and returns the number of actual tweens completed
+ (meaning tweens that don't have infinite loops and were not already complete)</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.Complete(System.Object)">
+ <summary>Completes all tweens with the given ID or target and returns the number of actual tweens completed
+ (meaning the tweens that don't have infinite loops and were not already complete)</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.FlipAll">
+ <summary>Flips all tweens (changing their direction to forward if it was backwards and viceversa),
+ then returns the number of actual tweens flipped</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.Flip(System.Object)">
+ <summary>Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa),
+ then returns the number of actual tweens flipped</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.GotoAll(System.Single,System.Boolean)">
+ <summary>Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.Goto(System.Object,System.Single,System.Boolean)">
+ <summary>Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles)
+ and returns the actual tweens involved</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.KillAll(System.Boolean)">
+ <summary>Kills all tweens and returns the number of actual tweens killed</summary>
+ <param name="complete">If TRUE completes the tweens before killing them</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.Kill(System.Object,System.Boolean)">
+ <summary>Kills all tweens with the given ID or target and returns the number of actual tweens killed</summary>
+ <param name="complete">If TRUE completes the tweens before killing them</param>
+ </member>
+ <member name="M:DG.Tweening.DOTween.PauseAll">
+ <summary>Pauses all tweens and returns the number of actual tweens paused</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.Pause(System.Object)">
+ <summary>Pauses all tweens with the given ID or target and returns the number of actual tweens paused
+ (meaning the tweens that were actually playing and have been paused)</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.PlayAll">
+ <summary>Plays all tweens and returns the number of actual tweens played
+ (meaning tweens that were not already playing or complete)</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.Play(System.Object)">
+ <summary>Plays all tweens with the given ID or target and returns the number of actual tweens played
+ (meaning the tweens that were not already playing or complete)</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.Play(System.Object,System.Object)">
+ <summary>Plays all tweens with the given target and the given ID, and returns the number of actual tweens played
+ (meaning the tweens that were not already playing or complete)</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.PlayBackwardsAll">
+ <summary>Plays backwards all tweens and returns the number of actual tweens played
+ (meaning tweens that were not already started, playing backwards or rewinded)</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.PlayBackwards(System.Object)">
+ <summary>Plays backwards all tweens with the given ID or target and returns the number of actual tweens played
+ (meaning the tweens that were not already started, playing backwards or rewinded)</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.PlayForwardAll">
+ <summary>Plays forward all tweens and returns the number of actual tweens played
+ (meaning tweens that were not already playing forward or complete)</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.PlayForward(System.Object)">
+ <summary>Plays forward all tweens with the given ID or target and returns the number of actual tweens played
+ (meaning the tweens that were not already playing forward or complete)</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.RestartAll(System.Boolean)">
+ <summary>Restarts all tweens, then returns the number of actual tweens restarted</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.Restart(System.Object,System.Boolean)">
+ <summary>Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.Restart(System.Object,System.Object,System.Boolean)">
+ <summary>Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played
+ (meaning the tweens that were not already playing or complete)</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.RewindAll(System.Boolean)">
+ <summary>Rewinds and pauses all tweens, then returns the number of actual tweens rewinded
+ (meaning tweens that were not already rewinded)</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.Rewind(System.Object,System.Boolean)">
+ <summary>Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded
+ (meaning the tweens that were not already rewinded)</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.TogglePauseAll">
+ <summary>Toggles the play state of all tweens and returns the number of actual tweens toggled
+ (meaning tweens that could be played or paused, depending on the toggle state)</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.TogglePause(System.Object)">
+ <summary>Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled
+ (meaning the tweens that could be played or paused, depending on the toggle state)</summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.IsTweening(System.Object)">
+ <summary>
+ Returns TRUE if a tween with the given ID or target is active (regardless if it's playing or not).
+ <para>You can also use this to know if a shortcut tween is active for a given target.</para>
+ <para>Example:</para>
+ <para><code>transform.DOMoveX(45, 1); // transform is automatically added as the tween target</code></para>
+ <para><code>DOTween.IsTweening(transform); // Returns true</code></para>
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.TotalPlayingTweens">
+ <summary>
+ Returns the total number of active and playing tweens.
+ A tween is considered as playing even if its delay is actually playing
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.PlayingTweens">
+ <summary>
+ Returns a list of all active tweens in a playing state.
+ Returns NULL if there are no active playing tweens.
+ <para>Beware: each time you call this method a new list is generated, so use it for debug only</para>
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.PausedTweens">
+ <summary>
+ Returns a list of all active tweens in a paused state.
+ Returns NULL if there are no active paused tweens.
+ <para>Beware: each time you call this method a new list is generated, so use it for debug only</para>
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.TweensById(System.Object,System.Boolean)">
+ <summary>
+ Returns a list of all active tweens with the given id.
+ Returns NULL if there are no active tweens with the given id.
+ <para>Beware: each time you call this method a new list is generated</para>
+ <param name="playingOnly">If TRUE returns only the tweens with the given ID that are currently playing</param>
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.DOTween.TweensByTarget(System.Object,System.Boolean)">
+ <summary>
+ Returns a list of all active tweens with the given target.
+ Returns NULL if there are no active tweens with the given target.
+ <para>Beware: each time you call this method a new list is generated</para>
+ <param name="playingOnly">If TRUE returns only the tweens with the given target that are currently playing</param>
+ </summary>
+ </member>
+ <member name="P:DG.Tweening.DOTween.logBehaviour">
+ <summary>DOTween's log behaviour.
+ <para>Default: LogBehaviour.ErrorsOnly</para></summary>
+ </member>
+ <member name="T:DG.Tweening.Plugins.PathPlugin">
+ <summary>
+ Path plugin works exclusively with Transforms
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.EaseFactory">
+ <summary>
+ Allows to wrap ease method in special ways, adding extra features
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,System.Nullable{DG.Tweening.Ease})">
+ <summary>
+ Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
+ </summary>
+ <param name="motionFps">FPS at which the tween should be played</param>
+ <param name="ease">Ease type</param>
+ </member>
+ <member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,UnityEngine.AnimationCurve)">
+ <summary>
+ Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
+ </summary>
+ <param name="motionFps">FPS at which the tween should be played</param>
+ <param name="animCurve">AnimationCurve to use for the ease</param>
+ </member>
+ <member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,DG.Tweening.EaseFunction)">
+ <summary>
+ Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
+ </summary>
+ <param name="motionFps">FPS at which the tween should be played</param>
+ <param name="customEase">Custom ease function to use</param>
+ </member>
+ <member name="T:DG.Tweening.LoopType">
+ <summary>
+ Types of loop
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.LoopType.Restart">
+ <summary>Each loop cycle restarts from the beginning</summary>
+ </member>
+ <member name="F:DG.Tweening.LoopType.Yoyo">
+ <summary>The tween moves forward and backwards at alternate cycles</summary>
+ </member>
+ <member name="F:DG.Tweening.LoopType.Incremental">
+ <summary>Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward".
+ <para>In case of String tweens works only if the tween is set as relative</para></summary>
+ </member>
+ <member name="T:DG.Tweening.Tweener">
+ <summary>
+ Animates a single value
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.Tweener.ChangeStartValue(System.Object,System.Single)">
+ <summary>Changes the start value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences</summary>
+ <param name="newStartValue">The new start value</param>
+ <param name="newDuration">If bigger than 0 applies it as the new tween duration</param>
+ </member>
+ <member name="M:DG.Tweening.Tweener.ChangeEndValue(System.Object,System.Single,System.Boolean)">
+ <summary>Changes the end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences</summary>
+ <param name="newEndValue">The new end value</param>
+ <param name="newDuration">If bigger than 0 applies it as the new tween duration</param>
+ <param name="snapStartValue">If TRUE the start value will become the current target's value, otherwise it will stay the same</param>
+ </member>
+ <member name="M:DG.Tweening.Tweener.ChangeEndValue(System.Object,System.Boolean)">
+ <summary>Changes the end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences</summary>
+ <param name="newEndValue">The new end value</param>
+ <param name="snapStartValue">If TRUE the start value will become the current target's value, otherwise it will stay the same</param>
+ </member>
+ <member name="M:DG.Tweening.Tweener.ChangeValues(System.Object,System.Object,System.Single)">
+ <summary>Changes the start and end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences</summary>
+ <param name="newStartValue">The new start value</param>
+ <param name="newEndValue">The new end value</param>
+ <param name="newDuration">If bigger than 0 applies it as the new tween duration</param>
+ </member>
+ <member name="T:DG.Tweening.DOVirtual">
+ <summary>
+ Creates virtual tweens that can be used to change other elements via their OnUpdate calls
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.DOVirtual.Float(System.Single,System.Single,System.Single,DG.Tweening.TweenCallback{System.Single})">
+ <summary>
+ Tweens a virtual float.
+ You can add regular settings to the generated tween,
+ but do not use <code>SetUpdate</code> or you will overwrite the onVirtualUpdate parameter
+ </summary>
+ <param name="from">The value to start from</param>
+ <param name="to">The value to tween to</param>
+ <param name="duration">The duration of the tween</param>
+ <param name="onVirtualUpdate">A callback which must accept a parameter of type float, called at each update</param>
+ <returns></returns>
+ </member>
+ <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease)">
+ <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary>
+ <param name="from">The value to start from when lifetimePercentage is 0</param>
+ <param name="to">The value to reach when lifetimePercentage is 1</param>
+ <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param>
+ <param name="easeType">The type of ease</param>
+ </member>
+ <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease,System.Single)">
+ <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary>
+ <param name="from">The value to start from when lifetimePercentage is 0</param>
+ <param name="to">The value to reach when lifetimePercentage is 1</param>
+ <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param>
+ <param name="easeType">The type of ease</param>
+ <param name="overshoot">Eventual overshoot to use with Back ease</param>
+ </member>
+ <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease,System.Single,System.Single)">
+ <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary>
+ <param name="from">The value to start from when lifetimePercentage is 0</param>
+ <param name="to">The value to reach when lifetimePercentage is 1</param>
+ <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param>
+ <param name="easeType">The type of ease</param>
+ <param name="amplitude">Eventual amplitude to use with Elastic easeType</param>
+ <param name="period">Eventual period to use with Elastic easeType</param>
+ </member>
+ <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,UnityEngine.AnimationCurve)">
+ <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary>
+ <param name="from">The value to start from when lifetimePercentage is 0</param>
+ <param name="to">The value to reach when lifetimePercentage is 1</param>
+ <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param>
+ <param name="easeCurve">The AnimationCurve to use for ease</param>
+ </member>
+ <member name="M:DG.Tweening.DOVirtual.DelayedCall(System.Single,DG.Tweening.TweenCallback,System.Boolean)">
+ <summary>Fires the given callback after the given time.</summary>
+ <param name="delay">Callback delay</param>
+ <param name="callback">Callback to fire when the delay has expired</param>
+ <param name="ignoreTimeScale">If TRUE (default) ignores Unity's timeScale</param>
+ </member>
+ <member name="T:DG.Tweening.Core.Easing.EaseCurve">
+ <summary>
+ Used to interpret AnimationCurves as eases.
+ Public so it can be used by external ease factories
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.Core.Easing.Bounce">
+ <summary>
+ This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.Core.Easing.Bounce.EaseIn(System.Single,System.Single,System.Single,System.Single)">
+ <summary>
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity.
+ </summary>
+ <param name="time">
+ Current time (in frames or seconds).
+ </param>
+ <param name="duration">
+ Expected easing duration (in frames or seconds).
+ </param>
+ <param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param>
+ <param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param>
+ <returns>
+ The eased value.
+ </returns>
+ </member>
+ <member name="M:DG.Tweening.Core.Easing.Bounce.EaseOut(System.Single,System.Single,System.Single,System.Single)">
+ <summary>
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity.
+ </summary>
+ <param name="time">
+ Current time (in frames or seconds).
+ </param>
+ <param name="duration">
+ Expected easing duration (in frames or seconds).
+ </param>
+ <param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param>
+ <param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param>
+ <returns>
+ The eased value.
+ </returns>
+ </member>
+ <member name="M:DG.Tweening.Core.Easing.Bounce.EaseInOut(System.Single,System.Single,System.Single,System.Single)">
+ <summary>
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration.
+ </summary>
+ <param name="time">
+ Current time (in frames or seconds).
+ </param>
+ <param name="duration">
+ Expected easing duration (in frames or seconds).
+ </param>
+ <param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param>
+ <param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param>
+ <returns>
+ The eased value.
+ </returns>
+ </member>
+ <member name="T:DG.Tweening.Color2">
+ <summary>
+ Struct that stores two colors (used for LineRenderer tweens)
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.AxisConstraint">
+ <summary>
+ What axis to constrain in case of Vector tweens
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.ScrambleMode">
+ <summary>
+ Type of scramble to apply to string tweens
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.ScrambleMode.None">
+ <summary>
+ No scrambling of characters
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.ScrambleMode.All">
+ <summary>
+ A-Z + a-z + 0-9 characters
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.ScrambleMode.Uppercase">
+ <summary>
+ A-Z characters
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.ScrambleMode.Lowercase">
+ <summary>
+ a-z characters
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.ScrambleMode.Numerals">
+ <summary>
+ 0-9 characters
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.ScrambleMode.Custom">
+ <summary>
+ Custom characters
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.Plugins.Core.PathCore.ControlPoint">
+ <summary>
+ Path control point
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.Core.Easing.EaseManager.Evaluate(DG.Tweening.Tween,System.Single,System.Single,System.Single,System.Single)">
+ <summary>
+ Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.Core.Easing.EaseManager.Evaluate(DG.Tweening.Ease,DG.Tweening.EaseFunction,System.Single,System.Single,System.Single,System.Single)">
+ <summary>
+ Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.Core.Utils.Vector3FromAngle(System.Single,System.Single)">
+ <summary>
+ Returns a Vector3 with z = 0
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.Core.Utils.Angle2D(UnityEngine.Vector3,UnityEngine.Vector3)">
+ <summary>
+ Returns the 2D angle between two vectors
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.Plugins.Core.PathCore.Path.GetPoint(System.Single,System.Boolean)">
+ <summary>
+ Gets the point on the path at the given percentage (0 to 1)
+ </summary>
+ <param name="perc">The percentage (0 to 1) at which to get the point</param>
+ <param name="convertToConstantPerc">If TRUE constant speed is taken into account, otherwise not</param>
+ </member>
+ <member name="T:DG.Tweening.Core.Extensions">
+ <summary>
+ Public only so custom shortcuts can access some of these methods
+ </summary>
+ </member>
+ <member name="T:DG.Tweening.Core.Enums.UpdateNotice">
+ <summary>
+ Additional notices passed to plugins when updating.
+ Public so it can be used by custom plugins. Internally, only PathPlugin uses it
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.Core.Enums.UpdateNotice.None">
+ <summary>
+ None
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.Core.Enums.UpdateNotice.RewindStep">
+ <summary>
+ Lets the plugin know that we restarted or rewinded
+ </summary>
+ </member>
+ </members>
+</doc>
diff --git a/Assets/ThirdParty/Demigiant/DOTween/DOTween43.xml b/Assets/ThirdParty/Demigiant/DOTween/DOTween43.xml index 2d78cb81..d8f9b1b5 100644 --- a/Assets/ThirdParty/Demigiant/DOTween/DOTween43.xml +++ b/Assets/ThirdParty/Demigiant/DOTween/DOTween43.xml @@ -1,64 +1,64 @@ -<?xml version="1.0"?> -<doc> - <assembly> - <name>DOTween43</name> - </assembly> - <members> - <member name="T:DG.Tweening.ShortcutExtensions43"> - <summary> - Methods that extend known Unity objects and allow to directly create and control tweens from their instances. - These, as all DOTween43 methods, require Unity 4.3 or later. - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions43.DOColor(UnityEngine.SpriteRenderer,UnityEngine.Color,System.Single)"> - <summary>Tweens a SpriteRenderer's color to the given value. - Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions43.DOFade(UnityEngine.SpriteRenderer,System.Single,System.Single)"> - <summary>Tweens a Material's alpha color to the given value. - Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions43.DOMove(UnityEngine.Rigidbody2D,UnityEngine.Vector2,System.Single,System.Boolean)"> - <summary>Tweens a Rigidbody2D's position to the given value. - Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions43.DOMoveX(UnityEngine.Rigidbody2D,System.Single,System.Single,System.Boolean)"> - <summary>Tweens a Rigidbody2D's X position to the given value. - Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions43.DOMoveY(UnityEngine.Rigidbody2D,System.Single,System.Single,System.Boolean)"> - <summary>Tweens a Rigidbody2D's Y position to the given value. - Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions43.DORotate(UnityEngine.Rigidbody2D,System.Single,System.Single)"> - <summary>Tweens a Rigidbody2D's rotation to the given value. - Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions43.DOJump(UnityEngine.Rigidbody2D,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)"> - <summary>Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis. - Returns a Sequence instead of a Tweener. - Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param> - <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param> - <param name="numJumps">Total number of jumps</param> - <param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions43.DOBlendableColor(UnityEngine.SpriteRenderer,UnityEngine.Color,System.Single)"> - <summary>Tweens a SpriteRenderer's color to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param> - </member> - </members> -</doc> +<?xml version="1.0"?>
+<doc>
+ <assembly>
+ <name>DOTween43</name>
+ </assembly>
+ <members>
+ <member name="T:DG.Tweening.ShortcutExtensions43">
+ <summary>
+ Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
+ These, as all DOTween43 methods, require Unity 4.3 or later.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions43.DOColor(UnityEngine.SpriteRenderer,UnityEngine.Color,System.Single)">
+ <summary>Tweens a SpriteRenderer's color to the given value.
+ Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions43.DOFade(UnityEngine.SpriteRenderer,System.Single,System.Single)">
+ <summary>Tweens a Material's alpha color to the given value.
+ Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions43.DOMove(UnityEngine.Rigidbody2D,UnityEngine.Vector2,System.Single,System.Boolean)">
+ <summary>Tweens a Rigidbody2D's position to the given value.
+ Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions43.DOMoveX(UnityEngine.Rigidbody2D,System.Single,System.Single,System.Boolean)">
+ <summary>Tweens a Rigidbody2D's X position to the given value.
+ Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions43.DOMoveY(UnityEngine.Rigidbody2D,System.Single,System.Single,System.Boolean)">
+ <summary>Tweens a Rigidbody2D's Y position to the given value.
+ Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions43.DORotate(UnityEngine.Rigidbody2D,System.Single,System.Single)">
+ <summary>Tweens a Rigidbody2D's rotation to the given value.
+ Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions43.DOJump(UnityEngine.Rigidbody2D,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)">
+ <summary>Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
+ Returns a Sequence instead of a Tweener.
+ Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param>
+ <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
+ <param name="numJumps">Total number of jumps</param>
+ <param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions43.DOBlendableColor(UnityEngine.SpriteRenderer,UnityEngine.Color,System.Single)">
+ <summary>Tweens a SpriteRenderer's color to the given value,
+ in a way that allows other DOBlendableColor tweens to work together on the same target,
+ instead than fight each other as multiple DOColor would do.
+ Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
+ </member>
+ </members>
+</doc>
diff --git a/Assets/ThirdParty/Demigiant/DOTween/DOTween46.xml b/Assets/ThirdParty/Demigiant/DOTween/DOTween46.xml index c19bb732..e8e9c060 100644 --- a/Assets/ThirdParty/Demigiant/DOTween/DOTween46.xml +++ b/Assets/ThirdParty/Demigiant/DOTween/DOTween46.xml @@ -1,185 +1,185 @@ -<?xml version="1.0"?> -<doc> - <assembly> - <name>DOTween46</name> - </assembly> - <members> - <member name="T:DG.Tweening.ShortcutExtensions46"> - <summary> - Methods that extend known Unity objects and allow to directly create and control tweens from their instances. - These, as all DOTween46 methods, require Unity 4.6 or later. - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOFade(UnityEngine.CanvasGroup,System.Single,System.Single)"> - <summary>Tweens a CanvasGroup's alpha color to the given value. - Also stores the canvasGroup as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOColor(UnityEngine.UI.Graphic,UnityEngine.Color,System.Single)"> - <summary>Tweens an Graphic's color to the given value. - Also stores the image as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOFade(UnityEngine.UI.Graphic,System.Single,System.Single)"> - <summary>Tweens an Graphic's alpha color to the given value. - Also stores the image as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOColor(UnityEngine.UI.Image,UnityEngine.Color,System.Single)"> - <summary>Tweens an Image's color to the given value. - Also stores the image as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOFade(UnityEngine.UI.Image,System.Single,System.Single)"> - <summary>Tweens an Image's alpha color to the given value. - Also stores the image as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOFillAmount(UnityEngine.UI.Image,System.Single,System.Single)"> - <summary>Tweens an Image's fillAmount to the given value. - Also stores the image as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOFlexibleSize(UnityEngine.UI.LayoutElement,UnityEngine.Vector2,System.Single,System.Boolean)"> - <summary>Tweens an LayoutElement's flexibleWidth/Height to the given value. - Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOMinSize(UnityEngine.UI.LayoutElement,UnityEngine.Vector2,System.Single,System.Boolean)"> - <summary>Tweens an LayoutElement's minWidth/Height to the given value. - Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOPreferredSize(UnityEngine.UI.LayoutElement,UnityEngine.Vector2,System.Single,System.Boolean)"> - <summary>Tweens an LayoutElement's preferredWidth/Height to the given value. - Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOColor(UnityEngine.UI.Outline,UnityEngine.Color,System.Single)"> - <summary>Tweens a Outline's effectColor to the given value. - Also stores the Outline as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOFade(UnityEngine.UI.Outline,System.Single,System.Single)"> - <summary>Tweens a Outline's effectColor alpha to the given value. - Also stores the Outline as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOScale(UnityEngine.UI.Outline,UnityEngine.Vector2,System.Single)"> - <summary>Tweens a Outline's effectDistance to the given value. - Also stores the Outline as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOAnchorPos(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Boolean)"> - <summary>Tweens a RectTransform's anchoredPosition to the given value. - Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOAnchorPos3D(UnityEngine.RectTransform,UnityEngine.Vector3,System.Single,System.Boolean)"> - <summary>Tweens a RectTransform's anchoredPosition3D to the given value. - Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOSizeDelta(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Boolean)"> - <summary>Tweens a RectTransform's sizeDelta to the given value. - Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOPunchAnchorPos(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)"> - <summary>Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one - as if it was connected to the starting position via an elastic. - Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> - <param name="punch">The direction and strength of the punch (added to the RectTransform's current position)</param> - <param name="duration">The duration of the tween</param> - <param name="vibrato">Indicates how much will the punch vibrate</param> - <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. - 1 creates a full oscillation between the punch direction and the opposite direction, - while 0 oscillates only between the punch and the start position</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)"> - <summary>Shakes a RectTransform's anchoredPosition with the given values. - Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> - <param name="duration">The duration of the tween</param> - <param name="strength">The shake strength</param> - <param name="vibrato">Indicates how much will the shake vibrate</param> - <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction.</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,UnityEngine.Vector2,System.Int32,System.Single,System.Boolean)"> - <summary>Shakes a RectTransform's anchoredPosition with the given values. - Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> - <param name="duration">The duration of the tween</param> - <param name="strength">The shake strength on each axis</param> - <param name="vibrato">Indicates how much will the shake vibrate</param> - <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction.</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOJumpAnchorPos(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)"> - <summary>Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis. - Returns a Sequence instead of a Tweener. - Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param> - <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param> - <param name="numJumps">Total number of jumps</param> - <param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOValue(UnityEngine.UI.Slider,System.Single,System.Single,System.Boolean)"> - <summary>Tweens a Slider's value to the given value. - Also stores the Slider as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOColor(UnityEngine.UI.Text,UnityEngine.Color,System.Single)"> - <summary>Tweens a Text's color to the given value. - Also stores the Text as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOFade(UnityEngine.UI.Text,System.Single,System.Single)"> - <summary>Tweens a Text's alpha color to the given value. - Also stores the Text as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOText(UnityEngine.UI.Text,System.String,System.Single,System.Boolean,DG.Tweening.ScrambleMode,System.String)"> - <summary>Tweens a Text's text to the given value. - Also stores the Text as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param> - <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated, - otherwise all tags will be considered as normal text</param> - <param name="scrambleMode">The type of scramble mode to use, if any</param> - <param name="scrambleChars">A string containing the characters to use for scrambling. - Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. - Leave it to NULL (default) to use default ones</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOBlendableColor(UnityEngine.UI.Graphic,UnityEngine.Color,System.Single)"> - <summary>Tweens a Graphic's color to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Graphic as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOBlendableColor(UnityEngine.UI.Image,UnityEngine.Color,System.Single)"> - <summary>Tweens a Image's color to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Image as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions46.DOBlendableColor(UnityEngine.UI.Text,UnityEngine.Color,System.Single)"> - <summary>Tweens a Text's color BY the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Text as the tween's target so it can be used for filtered operations</summary> - <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param> - </member> - </members> -</doc> +<?xml version="1.0"?>
+<doc>
+ <assembly>
+ <name>DOTween46</name>
+ </assembly>
+ <members>
+ <member name="T:DG.Tweening.ShortcutExtensions46">
+ <summary>
+ Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
+ These, as all DOTween46 methods, require Unity 4.6 or later.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOFade(UnityEngine.CanvasGroup,System.Single,System.Single)">
+ <summary>Tweens a CanvasGroup's alpha color to the given value.
+ Also stores the canvasGroup as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOColor(UnityEngine.UI.Graphic,UnityEngine.Color,System.Single)">
+ <summary>Tweens an Graphic's color to the given value.
+ Also stores the image as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOFade(UnityEngine.UI.Graphic,System.Single,System.Single)">
+ <summary>Tweens an Graphic's alpha color to the given value.
+ Also stores the image as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOColor(UnityEngine.UI.Image,UnityEngine.Color,System.Single)">
+ <summary>Tweens an Image's color to the given value.
+ Also stores the image as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOFade(UnityEngine.UI.Image,System.Single,System.Single)">
+ <summary>Tweens an Image's alpha color to the given value.
+ Also stores the image as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOFillAmount(UnityEngine.UI.Image,System.Single,System.Single)">
+ <summary>Tweens an Image's fillAmount to the given value.
+ Also stores the image as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOFlexibleSize(UnityEngine.UI.LayoutElement,UnityEngine.Vector2,System.Single,System.Boolean)">
+ <summary>Tweens an LayoutElement's flexibleWidth/Height to the given value.
+ Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOMinSize(UnityEngine.UI.LayoutElement,UnityEngine.Vector2,System.Single,System.Boolean)">
+ <summary>Tweens an LayoutElement's minWidth/Height to the given value.
+ Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOPreferredSize(UnityEngine.UI.LayoutElement,UnityEngine.Vector2,System.Single,System.Boolean)">
+ <summary>Tweens an LayoutElement's preferredWidth/Height to the given value.
+ Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOColor(UnityEngine.UI.Outline,UnityEngine.Color,System.Single)">
+ <summary>Tweens a Outline's effectColor to the given value.
+ Also stores the Outline as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOFade(UnityEngine.UI.Outline,System.Single,System.Single)">
+ <summary>Tweens a Outline's effectColor alpha to the given value.
+ Also stores the Outline as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOScale(UnityEngine.UI.Outline,UnityEngine.Vector2,System.Single)">
+ <summary>Tweens a Outline's effectDistance to the given value.
+ Also stores the Outline as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOAnchorPos(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Boolean)">
+ <summary>Tweens a RectTransform's anchoredPosition to the given value.
+ Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOAnchorPos3D(UnityEngine.RectTransform,UnityEngine.Vector3,System.Single,System.Boolean)">
+ <summary>Tweens a RectTransform's anchoredPosition3D to the given value.
+ Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOSizeDelta(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Boolean)">
+ <summary>Tweens a RectTransform's sizeDelta to the given value.
+ Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOPunchAnchorPos(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)">
+ <summary>Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one
+ as if it was connected to the starting position via an elastic.
+ Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+ <param name="punch">The direction and strength of the punch (added to the RectTransform's current position)</param>
+ <param name="duration">The duration of the tween</param>
+ <param name="vibrato">Indicates how much will the punch vibrate</param>
+ <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
+ 1 creates a full oscillation between the punch direction and the opposite direction,
+ while 0 oscillates only between the punch and the start position</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
+ <summary>Shakes a RectTransform's anchoredPosition with the given values.
+ Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+ <param name="duration">The duration of the tween</param>
+ <param name="strength">The shake strength</param>
+ <param name="vibrato">Indicates how much will the shake vibrate</param>
+ <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,UnityEngine.Vector2,System.Int32,System.Single,System.Boolean)">
+ <summary>Shakes a RectTransform's anchoredPosition with the given values.
+ Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+ <param name="duration">The duration of the tween</param>
+ <param name="strength">The shake strength on each axis</param>
+ <param name="vibrato">Indicates how much will the shake vibrate</param>
+ <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOJumpAnchorPos(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)">
+ <summary>Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.
+ Returns a Sequence instead of a Tweener.
+ Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param>
+ <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
+ <param name="numJumps">Total number of jumps</param>
+ <param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOValue(UnityEngine.UI.Slider,System.Single,System.Single,System.Boolean)">
+ <summary>Tweens a Slider's value to the given value.
+ Also stores the Slider as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOColor(UnityEngine.UI.Text,UnityEngine.Color,System.Single)">
+ <summary>Tweens a Text's color to the given value.
+ Also stores the Text as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOFade(UnityEngine.UI.Text,System.Single,System.Single)">
+ <summary>Tweens a Text's alpha color to the given value.
+ Also stores the Text as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOText(UnityEngine.UI.Text,System.String,System.Single,System.Boolean,DG.Tweening.ScrambleMode,System.String)">
+ <summary>Tweens a Text's text to the given value.
+ Also stores the Text as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param>
+ <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated,
+ otherwise all tags will be considered as normal text</param>
+ <param name="scrambleMode">The type of scramble mode to use, if any</param>
+ <param name="scrambleChars">A string containing the characters to use for scrambling.
+ Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
+ Leave it to NULL (default) to use default ones</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOBlendableColor(UnityEngine.UI.Graphic,UnityEngine.Color,System.Single)">
+ <summary>Tweens a Graphic's color to the given value,
+ in a way that allows other DOBlendableColor tweens to work together on the same target,
+ instead than fight each other as multiple DOColor would do.
+ Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOBlendableColor(UnityEngine.UI.Image,UnityEngine.Color,System.Single)">
+ <summary>Tweens a Image's color to the given value,
+ in a way that allows other DOBlendableColor tweens to work together on the same target,
+ instead than fight each other as multiple DOColor would do.
+ Also stores the Image as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions46.DOBlendableColor(UnityEngine.UI.Text,UnityEngine.Color,System.Single)">
+ <summary>Tweens a Text's color BY the given value,
+ in a way that allows other DOBlendableColor tweens to work together on the same target,
+ instead than fight each other as multiple DOColor would do.
+ Also stores the Text as the tween's target so it can be used for filtered operations</summary>
+ <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
+ </member>
+ </members>
+</doc>
diff --git a/Assets/ThirdParty/Demigiant/DOTween/DOTween50.xml b/Assets/ThirdParty/Demigiant/DOTween/DOTween50.xml index 5c9ddd31..474c6a76 100644 --- a/Assets/ThirdParty/Demigiant/DOTween/DOTween50.xml +++ b/Assets/ThirdParty/Demigiant/DOTween/DOTween50.xml @@ -1,103 +1,103 @@ -<?xml version="1.0"?> -<doc> - <assembly> - <name>DOTween50</name> - </assembly> - <members> - <member name="T:DG.Tweening.ShortcutExtensions50"> - <summary> - Methods that extend known Unity objects and allow to directly create and control tweens from their instances. - These, as all DOTween50 methods, require Unity 5.0 or later. - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions50.DOSetFloat(UnityEngine.Audio.AudioMixer,System.String,System.Single,System.Single)"> - <summary>Tweens an AudioMixer's exposed float to the given value. - Also stores the AudioMixer as the tween's target so it can be used for filtered operations. - Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.</summary> - <param name="floatName">Name given to the exposed float to set</param> - <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions50.DOComplete(UnityEngine.Audio.AudioMixer)"> - <summary> - Completes all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens completed - (meaning the tweens that don't have infinite loops and were not already complete) - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions50.DOKill(UnityEngine.Audio.AudioMixer,System.Boolean)"> - <summary> - Kills all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens killed. - </summary> - <param name="complete">If TRUE completes the tween before killing it</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions50.DOFlip(UnityEngine.Audio.AudioMixer)"> - <summary> - Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens flipped. - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions50.DOGoto(UnityEngine.Audio.AudioMixer,System.Single,System.Boolean)"> - <summary> - Sends to the given position all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - </summary> - <param name="to">Time position to reach - (if higher than the whole tween duration the tween will simply reach its end)</param> - <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensions50.DOPause(UnityEngine.Audio.AudioMixer)"> - <summary> - Pauses all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens paused. - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions50.DOPlay(UnityEngine.Audio.AudioMixer)"> - <summary> - Plays all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions50.DOPlayBackwards(UnityEngine.Audio.AudioMixer)"> - <summary> - Plays backwards all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions50.DOPlayForward(UnityEngine.Audio.AudioMixer)"> - <summary> - Plays forward all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions50.DORestart(UnityEngine.Audio.AudioMixer)"> - <summary> - Restarts all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens restarted. - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions50.DORewind(UnityEngine.Audio.AudioMixer)"> - <summary> - Rewinds all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens rewinded. - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensions50.DOTogglePause(UnityEngine.Audio.AudioMixer)"> - <summary> - Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - </summary> - </member> - </members> -</doc> +<?xml version="1.0"?>
+<doc>
+ <assembly>
+ <name>DOTween50</name>
+ </assembly>
+ <members>
+ <member name="T:DG.Tweening.ShortcutExtensions50">
+ <summary>
+ Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
+ These, as all DOTween50 methods, require Unity 5.0 or later.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions50.DOSetFloat(UnityEngine.Audio.AudioMixer,System.String,System.Single,System.Single)">
+ <summary>Tweens an AudioMixer's exposed float to the given value.
+ Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
+ Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.</summary>
+ <param name="floatName">Name given to the exposed float to set</param>
+ <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions50.DOComplete(UnityEngine.Audio.AudioMixer)">
+ <summary>
+ Completes all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens completed
+ (meaning the tweens that don't have infinite loops and were not already complete)
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions50.DOKill(UnityEngine.Audio.AudioMixer,System.Boolean)">
+ <summary>
+ Kills all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens killed.
+ </summary>
+ <param name="complete">If TRUE completes the tween before killing it</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions50.DOFlip(UnityEngine.Audio.AudioMixer)">
+ <summary>
+ Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens flipped.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions50.DOGoto(UnityEngine.Audio.AudioMixer,System.Single,System.Boolean)">
+ <summary>
+ Sends to the given position all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens involved.
+ </summary>
+ <param name="to">Time position to reach
+ (if higher than the whole tween duration the tween will simply reach its end)</param>
+ <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions50.DOPause(UnityEngine.Audio.AudioMixer)">
+ <summary>
+ Pauses all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens paused.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions50.DOPlay(UnityEngine.Audio.AudioMixer)">
+ <summary>
+ Plays all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions50.DOPlayBackwards(UnityEngine.Audio.AudioMixer)">
+ <summary>
+ Plays backwards all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions50.DOPlayForward(UnityEngine.Audio.AudioMixer)">
+ <summary>
+ Plays forward all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions50.DORestart(UnityEngine.Audio.AudioMixer)">
+ <summary>
+ Restarts all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens restarted.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions50.DORewind(UnityEngine.Audio.AudioMixer)">
+ <summary>
+ Rewinds all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens rewinded.
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensions50.DOTogglePause(UnityEngine.Audio.AudioMixer)">
+ <summary>
+ Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens involved.
+ </summary>
+ </member>
+ </members>
+</doc>
diff --git a/Assets/ThirdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML b/Assets/ThirdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML index db17f443..78cbb4db 100644 --- a/Assets/ThirdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML +++ b/Assets/ThirdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML @@ -1,65 +1,65 @@ -<?xml version="1.0"?> -<doc> - <assembly> - <name>DOTweenEditor</name> - </assembly> - <members> - <member name="T:DG.DOTweenEditor.DOTweenSetupMenuItem"> - <summary> - Not used as menu item anymore, but as a utiity function - </summary> - </member> - <member name="M:DG.DOTweenEditor.DOTweenSetupMenuItem.Setup(System.Boolean)"> - <summary> - Setups DOTween - </summary> - <param name="partiallySilent">If TRUE, no warning window appears in case there is no need for setup</param> - </member> - <member name="M:DG.DOTweenEditor.Core.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)"> - <summary> - Checks that the given editor texture use the correct import settings, - and applies them if they're incorrect. - </summary> - </member> - <member name="M:DG.DOTweenEditor.Core.EditorUtils.DOTweenSetupRequired"> - <summary> - Returns TRUE if addons setup is required. - </summary> - </member> - <member name="M:DG.DOTweenEditor.Core.EditorUtils.AssetExists(System.String)"> - <summary> - Returns TRUE if the file/directory at the given path exists. - </summary> - <param name="adbPath">Path, relative to Unity's project folder</param> - <returns></returns> - </member> - <member name="M:DG.DOTweenEditor.Core.EditorUtils.ADBPathToFullPath(System.String)"> - <summary> - Converts the given project-relative path to a full path, - with backward (\) slashes). - </summary> - </member> - <member name="M:DG.DOTweenEditor.Core.EditorUtils.FullPathToADBPath(System.String)"> - <summary> - Converts the given full path to a path usable with AssetDatabase methods - (relative to Unity's project folder, and with the correct Unity forward (/) slashes). - </summary> - </member> - <member name="M:DG.DOTweenEditor.Core.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)"> - <summary> - Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset. - If the asset already exists at the given path, loads it and returns it. - Otherwise, either returns NULL or automatically creates it before loading and returning it - (depending on the given parameters). - </summary> - <typeparam name="T">Asset type</typeparam> - <param name="adbFilePath">File path (relative to Unity's project folder)</param> - <param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param> - </member> - <member name="M:DG.DOTweenEditor.Core.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)"> - <summary> - Full path for the given loaded assembly, assembly file included - </summary> - </member> - </members> -</doc> +<?xml version="1.0"?>
+<doc>
+ <assembly>
+ <name>DOTweenEditor</name>
+ </assembly>
+ <members>
+ <member name="T:DG.DOTweenEditor.DOTweenSetupMenuItem">
+ <summary>
+ Not used as menu item anymore, but as a utiity function
+ </summary>
+ </member>
+ <member name="M:DG.DOTweenEditor.DOTweenSetupMenuItem.Setup(System.Boolean)">
+ <summary>
+ Setups DOTween
+ </summary>
+ <param name="partiallySilent">If TRUE, no warning window appears in case there is no need for setup</param>
+ </member>
+ <member name="M:DG.DOTweenEditor.Core.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
+ <summary>
+ Checks that the given editor texture use the correct import settings,
+ and applies them if they're incorrect.
+ </summary>
+ </member>
+ <member name="M:DG.DOTweenEditor.Core.EditorUtils.DOTweenSetupRequired">
+ <summary>
+ Returns TRUE if addons setup is required.
+ </summary>
+ </member>
+ <member name="M:DG.DOTweenEditor.Core.EditorUtils.AssetExists(System.String)">
+ <summary>
+ Returns TRUE if the file/directory at the given path exists.
+ </summary>
+ <param name="adbPath">Path, relative to Unity's project folder</param>
+ <returns></returns>
+ </member>
+ <member name="M:DG.DOTweenEditor.Core.EditorUtils.ADBPathToFullPath(System.String)">
+ <summary>
+ Converts the given project-relative path to a full path,
+ with backward (\) slashes).
+ </summary>
+ </member>
+ <member name="M:DG.DOTweenEditor.Core.EditorUtils.FullPathToADBPath(System.String)">
+ <summary>
+ Converts the given full path to a path usable with AssetDatabase methods
+ (relative to Unity's project folder, and with the correct Unity forward (/) slashes).
+ </summary>
+ </member>
+ <member name="M:DG.DOTweenEditor.Core.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
+ <summary>
+ Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
+ If the asset already exists at the given path, loads it and returns it.
+ Otherwise, either returns NULL or automatically creates it before loading and returning it
+ (depending on the given parameters).
+ </summary>
+ <typeparam name="T">Asset type</typeparam>
+ <param name="adbFilePath">File path (relative to Unity's project folder)</param>
+ <param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
+ </member>
+ <member name="M:DG.DOTweenEditor.Core.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)">
+ <summary>
+ Full path for the given loaded assembly, assembly file included
+ </summary>
+ </member>
+ </members>
+</doc>
diff --git a/Assets/ThirdParty/Demigiant/DOTween/readme.txt b/Assets/ThirdParty/Demigiant/DOTween/readme.txt index 3439db19..3d785c82 100644 --- a/Assets/ThirdParty/Demigiant/DOTween/readme.txt +++ b/Assets/ThirdParty/Demigiant/DOTween/readme.txt @@ -1,18 +1,18 @@ -DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant - -// GET STARTED ////////////////////////////////////////////// - -- After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version. -- In your code, add "using DG.Tweening" to each class where you want to use DOTween. -- You're ready to tween. Check out the links below for full documentation and license info. - - -// LINKS /////////////////////////////////////////////////////// - -DOTween website (documentation, examples, etc): http://dotween.demigiant.com -DOTween license: http://dotween.demigiant.com/license.php -DOTween repository (Google Code): https://code.google.com/p/dotween/ - -// NOTES ////////////////////////////////////////////////////// - +DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant
+
+// GET STARTED //////////////////////////////////////////////
+
+- After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version.
+- In your code, add "using DG.Tweening" to each class where you want to use DOTween.
+- You're ready to tween. Check out the links below for full documentation and license info.
+
+
+// LINKS ///////////////////////////////////////////////////////
+
+DOTween website (documentation, examples, etc): http://dotween.demigiant.com
+DOTween license: http://dotween.demigiant.com/license.php
+DOTween repository (Google Code): https://code.google.com/p/dotween/
+
+// NOTES //////////////////////////////////////////////////////
+
- DOTween's Utility Panel can be found under "Tools > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences
\ No newline at end of file diff --git a/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenAnimation.cs b/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenAnimation.cs index b36860de..a1eae773 100644 --- a/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenAnimation.cs +++ b/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenAnimation.cs @@ -1,482 +1,482 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2015/03/12 15:55 - -using System; -using System.Collections.Generic; -using DG.Tweening.Core; -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.UI; - -#if DOTWEEN_TMP - using TMPro; -#endif - -#pragma warning disable 1591 -namespace DG.Tweening -{ - /// <summary> - /// Attach this to a GameObject to create a tween - /// </summary> - [AddComponentMenu("DOTween/DOTween Animation")] - public class DOTweenAnimation : ABSAnimationComponent - { - public float delay; - public float duration = 1; - public Ease easeType = Ease.OutQuad; - public AnimationCurve easeCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1)); - public LoopType loopType = LoopType.Restart; - public int loops = 1; - public string id = ""; - public bool isRelative; - public bool isFrom; - public bool isIndependentUpdate = false; - public bool autoKill = true; - - public bool isActive = true; - public bool isValid; - public Component target; - public DOTweenAnimationType animationType; - public bool autoPlay = true; - - public float endValueFloat; - public Vector3 endValueV3; - public Color endValueColor = new Color(1, 1, 1, 1); - public string endValueString = ""; - public Rect endValueRect = new Rect(0, 0, 0, 0); - - public bool optionalBool0; - public float optionalFloat0; - public int optionalInt0; - public RotateMode optionalRotationMode = RotateMode.Fast; - public ScrambleMode optionalScrambleMode = ScrambleMode.None; - public string optionalString; - - int _playCount = -1; // Used when calling DOPlayNext - - #region Unity Methods - - void Awake() - { - if (!isActive || !isValid) return; - - CreateTween(); - } - - void OnDestroy() - { - if (tween != null && tween.IsActive()) tween.Kill(); - tween = null; - } - - // Used also by DOTweenAnimationInspector when applying runtime changes and restarting - public void CreateTween() - { - if (target == null) { - Debug.LogWarning(string.Format("{0} :: This tween's target is NULL, because the animation was created with a DOTween Pro version older than 0.9.255. To fix this, exit Play mode then simply select this object, and it will update automatically", this.gameObject.name), this.gameObject); - return; - } - - Type t = target.GetType(); - -// Component c; - switch (animationType) { - case DOTweenAnimationType.None: - break; - case DOTweenAnimationType.Move: - if (t.IsSameOrSubclassOf(typeof(RectTransform))) tween = ((RectTransform)target).DOAnchorPos3D(endValueV3, duration, optionalBool0); - else if (t.IsSameOrSubclassOf(typeof(Transform))) tween = ((Transform)target).DOMove(endValueV3, duration, optionalBool0); - else if (t.IsSameOrSubclassOf(typeof(Rigidbody2D))) tween = ((Rigidbody2D)target).DOMove(endValueV3, duration, optionalBool0); - else if (t.IsSameOrSubclassOf(typeof(Rigidbody))) tween = ((Rigidbody)target).DOMove(endValueV3, duration, optionalBool0); -// c = this.GetComponent<Rigidbody2D>(); -// if (c != null) { -// tween = ((Rigidbody2D)c).DOMove(endValueV3, duration, optionalBool0); -// goto SetupTween; -// } -// c = this.GetComponent<Rigidbody>(); -// if (c != null) { -// tween = ((Rigidbody)c).DOMove(endValueV3, duration, optionalBool0); -// goto SetupTween; -// } -// c = this.GetComponent<RectTransform>(); -// if (c != null) { -// tween = ((RectTransform)c).DOAnchorPos3D(endValueV3, duration, optionalBool0); -// goto SetupTween; -// } -// tween = transform.DOMove(endValueV3, duration, optionalBool0); - break; - case DOTweenAnimationType.LocalMove: - tween = transform.DOLocalMove(endValueV3, duration, optionalBool0); - break; - case DOTweenAnimationType.Rotate: - if (t.IsSameOrSubclassOf(typeof(Transform))) tween = ((Transform)target).DORotate(endValueV3, duration, optionalRotationMode); - else if (t.IsSameOrSubclassOf(typeof(Rigidbody2D))) tween = ((Rigidbody2D)target).DORotate(endValueFloat, duration); - else if (t.IsSameOrSubclassOf(typeof(Rigidbody))) tween = ((Rigidbody)target).DORotate(endValueV3, duration, optionalRotationMode); -// c = this.GetComponent<Rigidbody2D>(); -// if (c != null) { -// tween = ((Rigidbody2D)c).DORotate(endValueFloat, duration); -// goto SetupTween; -// } -// c = this.GetComponent<Rigidbody>(); -// if (c != null) { -// tween = ((Rigidbody)c).DORotate(endValueV3, duration, optionalRotationMode); -// goto SetupTween; -// } -// tween = transform.DORotate(endValueV3, duration, optionalRotationMode); - break; - case DOTweenAnimationType.LocalRotate: - tween = transform.DOLocalRotate(endValueV3, duration, optionalRotationMode); - break; - case DOTweenAnimationType.Scale: - tween = transform.DOScale(optionalBool0 ? new Vector3(endValueFloat, endValueFloat, endValueFloat) : endValueV3, duration); - break; - case DOTweenAnimationType.Color: - isRelative = false; - if (t.IsSameOrSubclassOf(typeof(SpriteRenderer))) tween = ((SpriteRenderer)target).DOColor(endValueColor, duration); - else if (t.IsSameOrSubclassOf(typeof(Renderer))) tween = ((Renderer)target).material.DOColor(endValueColor, duration); - else if (t.IsSameOrSubclassOf(typeof(Image))) tween = ((Image)target).DOColor(endValueColor, duration); - else if (t.IsSameOrSubclassOf(typeof(Text))) tween = ((Text)target).DOColor(endValueColor, duration); -#if DOTWEEN_TK2D - else if (t.IsSameOrSubclassOf(typeof(tk2dTextMesh))) tween = ((tk2dTextMesh)target).DOColor(endValueColor, duration); - else if (t.IsSameOrSubclassOf(typeof(tk2dBaseSprite))) tween = ((tk2dBaseSprite)target).DOColor(endValueColor, duration); -// c = this.GetComponent<tk2dBaseSprite>(); -// if (c != null) { -// tween = ((tk2dBaseSprite)c).DOColor(endValueColor, duration); -// goto SetupTween; -// } -#endif -#if DOTWEEN_TMP - else if (t.IsSameOrSubclassOf(typeof(TextMeshProUGUI))) tween = ((TextMeshProUGUI)target).DOColor(endValueColor, duration); - else if (t.IsSameOrSubclassOf(typeof(TextMeshPro))) tween = ((TextMeshPro)target).DOColor(endValueColor, duration); -// c = this.GetComponent<TextMeshPro>(); -// if (c != null) { -// tween = ((TextMeshPro)c).DOColor(endValueColor, duration); -// goto SetupTween; -// } -// c = this.GetComponent<TextMeshProUGUI>(); -// if (c != null) { -// tween = ((TextMeshProUGUI)c).DOColor(endValueColor, duration); -// goto SetupTween; -// } -#endif -// c = this.GetComponent<SpriteRenderer>(); -// if (c != null) { -// tween = ((SpriteRenderer)c).DOColor(endValueColor, duration); -// goto SetupTween; -// } -// c = this.GetComponent<Renderer>(); -// if (c != null) { -// tween = ((Renderer)c).material.DOColor(endValueColor, duration); -// goto SetupTween; -// } -// c = this.GetComponent<Image>(); -// if (c != null) { -// tween = ((Image)c).DOColor(endValueColor, duration); -// goto SetupTween; -// } -// c = this.GetComponent<Text>(); -// if (c != null) { -// tween = ((Text)c).DOColor(endValueColor, duration); -// goto SetupTween; -// } - break; - case DOTweenAnimationType.Fade: - isRelative = false; - if (t.IsSameOrSubclassOf(typeof(SpriteRenderer))) tween = ((SpriteRenderer)target).DOFade(endValueFloat, duration); - else if (t.IsSameOrSubclassOf(typeof(Renderer))) tween = ((Renderer)target).material.DOFade(endValueFloat, duration); - else if (t.IsSameOrSubclassOf(typeof(Image))) tween = ((Image)target).DOFade(endValueFloat, duration); - else if (t.IsSameOrSubclassOf(typeof(Text))) tween = ((Text)target).DOFade(endValueFloat, duration); -#if DOTWEEN_TK2D - else if (t.IsSameOrSubclassOf(typeof(tk2dTextMesh))) tween = ((tk2dTextMesh)target).DOFade(endValueFloat, duration); - else if (t.IsSameOrSubclassOf(typeof(tk2dBaseSprite))) tween = ((tk2dBaseSprite)target).DOFade(endValueFloat, duration); -// c = this.GetComponent<tk2dBaseSprite>(); -// if (c != null) { -// tween = ((tk2dBaseSprite)c).DOFade(endValueFloat, duration); -// goto SetupTween; -// } -#endif -#if DOTWEEN_TMP - else if (t.IsSameOrSubclassOf(typeof(TextMeshProUGUI))) tween = ((TextMeshProUGUI)target).DOFade(endValueFloat, duration); - else if (t.IsSameOrSubclassOf(typeof(TextMeshPro))) tween = ((TextMeshPro)target).DOFade(endValueFloat, duration); -// c = this.GetComponent<TextMeshPro>(); -// if (c != null) { -// tween = ((TextMeshPro)c).DOFade(endValueFloat, duration); -// goto SetupTween; -// } -// c = this.GetComponent<TextMeshProUGUI>(); -// if (c != null) { -// tween = ((TextMeshProUGUI)c).DOFade(endValueFloat, duration); -// goto SetupTween; -// } -#endif -// c = this.GetComponent<SpriteRenderer>(); -// if (c != null) { -// tween = ((SpriteRenderer)c).DOFade(endValueFloat, duration); -// goto SetupTween; -// } -// c = this.GetComponent<Renderer>(); -// if (c != null) { -// tween = ((Renderer)c).material.DOFade(endValueFloat, duration); -// goto SetupTween; -// } -// c = this.GetComponent<Image>(); -// if (c != null) { -// tween = ((Image)c).DOFade(endValueFloat, duration); -// goto SetupTween; -// } -// c = this.GetComponent<Text>(); -// if (c != null) { -// tween = ((Text)c).DOFade(endValueFloat, duration); -// goto SetupTween; -// } - break; - case DOTweenAnimationType.Text: - if (t.IsSameOrSubclassOf(typeof(Text))) tween = ((Text)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); -// c = this.GetComponent<Text>(); -// if (c != null) { -// tween = ((Text)c).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); -// goto SetupTween; -// } -#if DOTWEEN_TK2D - else if (t.IsSameOrSubclassOf(typeof(tk2dTextMesh))) tween = ((tk2dTextMesh)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); -// c = this.GetComponent<tk2dTextMesh>(); -// if (c != null) { -// tween = ((tk2dTextMesh)c).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); -// goto SetupTween; -// } -#endif -#if DOTWEEN_TMP - else if (t.IsSameOrSubclassOf(typeof(TextMeshProUGUI))) tween = ((TextMeshProUGUI)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); - else if (t.IsSameOrSubclassOf(typeof(TextMeshPro))) tween = ((TextMeshPro)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); -// c = this.GetComponent<TextMeshPro>(); -// if (c != null) { -// tween = ((TextMeshPro)c).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); -// goto SetupTween; -// } -// c = this.GetComponent<TextMeshProUGUI>(); -// if (c != null) { -// tween = ((TextMeshProUGUI)c).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); -// goto SetupTween; -// } -#endif - break; - case DOTweenAnimationType.PunchPosition: - if (t.IsSameOrSubclassOf(typeof(RectTransform))) tween = ((RectTransform)target).DOPunchAnchorPos(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0); - else if (t.IsSameOrSubclassOf(typeof(Transform))) tween = ((Transform)target).DOPunchPosition(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0); -// tween = transform.DOPunchPosition(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0); - break; - case DOTweenAnimationType.PunchScale: - tween = transform.DOPunchScale(endValueV3, duration, optionalInt0, optionalFloat0); - break; - case DOTweenAnimationType.PunchRotation: - tween = transform.DOPunchRotation(endValueV3, duration, optionalInt0, optionalFloat0); - break; - case DOTweenAnimationType.ShakePosition: - if (t.IsSameOrSubclassOf(typeof(RectTransform))) tween = ((RectTransform)target).DOShakeAnchorPos(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0); - if (t.IsSameOrSubclassOf(typeof(Transform))) tween = ((Transform)target).DOShakePosition(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0); -// tween = transform.DOShakePosition(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0); - break; - case DOTweenAnimationType.ShakeScale: - tween = transform.DOShakeScale(duration, endValueV3, optionalInt0, optionalFloat0); - break; - case DOTweenAnimationType.ShakeRotation: - tween = transform.DOShakeRotation(duration, endValueV3, optionalInt0, optionalFloat0); - break; - case DOTweenAnimationType.CameraAspect: - tween = ((Camera)target).DOAspect(endValueFloat, duration); - break; - case DOTweenAnimationType.CameraBackgroundColor: - tween = ((Camera)target).DOColor(endValueColor, duration); - break; - case DOTweenAnimationType.CameraFieldOfView: - tween = ((Camera)target).DOFieldOfView(endValueFloat, duration); - break; - case DOTweenAnimationType.CameraOrthoSize: - tween = ((Camera)target).DOOrthoSize(endValueFloat, duration); - break; - case DOTweenAnimationType.CameraPixelRect: - tween = ((Camera)target).DOPixelRect(endValueRect, duration); - break; - case DOTweenAnimationType.CameraRect: - tween = ((Camera)target).DORect(endValueRect, duration); - break; - } - -// SetupTween: - if (tween == null) return; - - if (isFrom) { - ((Tweener)tween).From(isRelative); - } else { - tween.SetRelative(isRelative); - } - tween.SetTarget(this.gameObject).SetDelay(delay).SetLoops(loops, loopType).SetAutoKill(autoKill) - .OnKill(()=> tween = null); - if (easeType == Ease.INTERNAL_Custom) tween.SetEase(easeCurve); - else tween.SetEase(easeType); - if (!string.IsNullOrEmpty(id)) tween.SetId(id); - tween.SetUpdate(isIndependentUpdate); - - if (hasOnStart) { - if (onStart != null) tween.OnStart(onStart.Invoke); - } else onStart = null; - if (hasOnPlay) { - if (onPlay != null) tween.OnPlay(onPlay.Invoke); - } else onPlay = null; - if (hasOnUpdate) { - if (onUpdate != null) tween.OnUpdate(onUpdate.Invoke); - } else onUpdate = null; - if (hasOnStepComplete) { - if (onStepComplete != null) tween.OnStepComplete(onStepComplete.Invoke); - } else onStepComplete = null; - if (hasOnComplete) { - if (onComplete != null) tween.OnComplete(onComplete.Invoke); - } else onComplete = null; - - if (autoPlay) tween.Play(); - else tween.Pause(); - } - - #endregion - - #region Public Methods - - // These methods are here so they can be called directly via Unity's UGUI event system - - public override void DOPlay() - { - DOTween.Play(this.gameObject); - } - - public override void DOPlayBackwards() - { - DOTween.PlayBackwards(this.gameObject); - } - - public override void DOPlayForward() - { - DOTween.PlayForward(this.gameObject); - } - - public override void DOPause() - { - DOTween.Pause(this.gameObject); - } - - public override void DOTogglePause() - { - DOTween.TogglePause(this.gameObject); - } - - public override void DORewind() - { - _playCount = -1; - // Rewind using Components order (in case there are multiple animations on the same property) - DOTweenAnimation[] anims = this.gameObject.GetComponents<DOTweenAnimation>(); - for (int i = anims.Length - 1; i > -1; --i) { - Tween t = anims[i].tween; - if (t != null && t.IsInitialized()) anims[i].tween.Rewind(); - } - // DOTween.Rewind(this.gameObject); - } - - /// <summary> - /// Restarts the tween - /// </summary> - /// <param name="fromHere">If TRUE, re-evaluates the tween's start and end values from its current position. - /// Set it to TRUE when spawning the same DOTweenAnimation in different positions (like when using a pooling system)</param> - public override void DORestart(bool fromHere = false) - { - _playCount = -1; - if (tween == null) { - if (Debugger.logPriority > 1) Debugger.LogNullTween(tween); return; - } - if (fromHere && isRelative) ReEvaluateRelativeTween(); - DOTween.Restart(this.gameObject); - } - - public override void DOComplete() - { - DOTween.Complete(this.gameObject); - } - - public override void DOKill() - { - DOTween.Kill(this.gameObject); - tween = null; - } - - #region Specifics - - public void DOPlayById(string id) - { - DOTween.Play(this.gameObject, id); - } - public void DOPlayAllById(string id) - { - DOTween.Play(id); - } - - public void DOPlayNext() - { - DOTweenAnimation[] anims = this.GetComponents<DOTweenAnimation>(); - while (_playCount < anims.Length - 1) { - _playCount++; - DOTweenAnimation anim = anims[_playCount]; - if (anim != null && anim.tween != null && !anim.tween.IsPlaying() && !anim.tween.IsComplete()) { - anim.tween.Play(); - break; - } - } - } - - public void DORewindAndPlayNext() - { - _playCount = -1; - DOTween.Rewind(this.gameObject); - DOPlayNext(); - } - - public void DORestartById(string id) - { - _playCount = -1; - DOTween.Restart(this.gameObject, id); - } - public void DORestartAllById(string id) - { - _playCount = -1; - DOTween.Restart(id); - } - - public List<Tween> GetTweens() - { - return DOTween.TweensByTarget(this.gameObject); - } - - #endregion - - #endregion - - #region Private - - // Re-evaluate relative position of path - void ReEvaluateRelativeTween() - { - if (animationType == DOTweenAnimationType.Move) { - ((Tweener)tween).ChangeEndValue(transform.position + endValueV3, true); - } else if (animationType == DOTweenAnimationType.LocalMove) { - ((Tweener)tween).ChangeEndValue(transform.localPosition + endValueV3, true); - } - } - - #endregion - } - - public static class DOTweenAnimationExtensions - { - public static bool IsSameOrSubclassOf(this Type t, Type tBase) - { - return t.IsSubclassOf(tBase) || t == tBase; - } - } +// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2015/03/12 15:55
+
+using System;
+using System.Collections.Generic;
+using DG.Tweening.Core;
+using UnityEngine;
+using UnityEngine.Events;
+using UnityEngine.UI;
+
+#if DOTWEEN_TMP
+ using TMPro;
+#endif
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+ /// <summary>
+ /// Attach this to a GameObject to create a tween
+ /// </summary>
+ [AddComponentMenu("DOTween/DOTween Animation")]
+ public class DOTweenAnimation : ABSAnimationComponent
+ {
+ public float delay;
+ public float duration = 1;
+ public Ease easeType = Ease.OutQuad;
+ public AnimationCurve easeCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1));
+ public LoopType loopType = LoopType.Restart;
+ public int loops = 1;
+ public string id = "";
+ public bool isRelative;
+ public bool isFrom;
+ public bool isIndependentUpdate = false;
+ public bool autoKill = true;
+
+ public bool isActive = true;
+ public bool isValid;
+ public Component target;
+ public DOTweenAnimationType animationType;
+ public bool autoPlay = true;
+
+ public float endValueFloat;
+ public Vector3 endValueV3;
+ public Color endValueColor = new Color(1, 1, 1, 1);
+ public string endValueString = "";
+ public Rect endValueRect = new Rect(0, 0, 0, 0);
+
+ public bool optionalBool0;
+ public float optionalFloat0;
+ public int optionalInt0;
+ public RotateMode optionalRotationMode = RotateMode.Fast;
+ public ScrambleMode optionalScrambleMode = ScrambleMode.None;
+ public string optionalString;
+
+ int _playCount = -1; // Used when calling DOPlayNext
+
+ #region Unity Methods
+
+ void Awake()
+ {
+ if (!isActive || !isValid) return;
+
+ CreateTween();
+ }
+
+ void OnDestroy()
+ {
+ if (tween != null && tween.IsActive()) tween.Kill();
+ tween = null;
+ }
+
+ // Used also by DOTweenAnimationInspector when applying runtime changes and restarting
+ public void CreateTween()
+ {
+ if (target == null) {
+ Debug.LogWarning(string.Format("{0} :: This tween's target is NULL, because the animation was created with a DOTween Pro version older than 0.9.255. To fix this, exit Play mode then simply select this object, and it will update automatically", this.gameObject.name), this.gameObject);
+ return;
+ }
+
+ Type t = target.GetType();
+
+// Component c;
+ switch (animationType) {
+ case DOTweenAnimationType.None:
+ break;
+ case DOTweenAnimationType.Move:
+ if (t.IsSameOrSubclassOf(typeof(RectTransform))) tween = ((RectTransform)target).DOAnchorPos3D(endValueV3, duration, optionalBool0);
+ else if (t.IsSameOrSubclassOf(typeof(Transform))) tween = ((Transform)target).DOMove(endValueV3, duration, optionalBool0);
+ else if (t.IsSameOrSubclassOf(typeof(Rigidbody2D))) tween = ((Rigidbody2D)target).DOMove(endValueV3, duration, optionalBool0);
+ else if (t.IsSameOrSubclassOf(typeof(Rigidbody))) tween = ((Rigidbody)target).DOMove(endValueV3, duration, optionalBool0);
+// c = this.GetComponent<Rigidbody2D>();
+// if (c != null) {
+// tween = ((Rigidbody2D)c).DOMove(endValueV3, duration, optionalBool0);
+// goto SetupTween;
+// }
+// c = this.GetComponent<Rigidbody>();
+// if (c != null) {
+// tween = ((Rigidbody)c).DOMove(endValueV3, duration, optionalBool0);
+// goto SetupTween;
+// }
+// c = this.GetComponent<RectTransform>();
+// if (c != null) {
+// tween = ((RectTransform)c).DOAnchorPos3D(endValueV3, duration, optionalBool0);
+// goto SetupTween;
+// }
+// tween = transform.DOMove(endValueV3, duration, optionalBool0);
+ break;
+ case DOTweenAnimationType.LocalMove:
+ tween = transform.DOLocalMove(endValueV3, duration, optionalBool0);
+ break;
+ case DOTweenAnimationType.Rotate:
+ if (t.IsSameOrSubclassOf(typeof(Transform))) tween = ((Transform)target).DORotate(endValueV3, duration, optionalRotationMode);
+ else if (t.IsSameOrSubclassOf(typeof(Rigidbody2D))) tween = ((Rigidbody2D)target).DORotate(endValueFloat, duration);
+ else if (t.IsSameOrSubclassOf(typeof(Rigidbody))) tween = ((Rigidbody)target).DORotate(endValueV3, duration, optionalRotationMode);
+// c = this.GetComponent<Rigidbody2D>();
+// if (c != null) {
+// tween = ((Rigidbody2D)c).DORotate(endValueFloat, duration);
+// goto SetupTween;
+// }
+// c = this.GetComponent<Rigidbody>();
+// if (c != null) {
+// tween = ((Rigidbody)c).DORotate(endValueV3, duration, optionalRotationMode);
+// goto SetupTween;
+// }
+// tween = transform.DORotate(endValueV3, duration, optionalRotationMode);
+ break;
+ case DOTweenAnimationType.LocalRotate:
+ tween = transform.DOLocalRotate(endValueV3, duration, optionalRotationMode);
+ break;
+ case DOTweenAnimationType.Scale:
+ tween = transform.DOScale(optionalBool0 ? new Vector3(endValueFloat, endValueFloat, endValueFloat) : endValueV3, duration);
+ break;
+ case DOTweenAnimationType.Color:
+ isRelative = false;
+ if (t.IsSameOrSubclassOf(typeof(SpriteRenderer))) tween = ((SpriteRenderer)target).DOColor(endValueColor, duration);
+ else if (t.IsSameOrSubclassOf(typeof(Renderer))) tween = ((Renderer)target).material.DOColor(endValueColor, duration);
+ else if (t.IsSameOrSubclassOf(typeof(Image))) tween = ((Image)target).DOColor(endValueColor, duration);
+ else if (t.IsSameOrSubclassOf(typeof(Text))) tween = ((Text)target).DOColor(endValueColor, duration);
+#if DOTWEEN_TK2D
+ else if (t.IsSameOrSubclassOf(typeof(tk2dTextMesh))) tween = ((tk2dTextMesh)target).DOColor(endValueColor, duration);
+ else if (t.IsSameOrSubclassOf(typeof(tk2dBaseSprite))) tween = ((tk2dBaseSprite)target).DOColor(endValueColor, duration);
+// c = this.GetComponent<tk2dBaseSprite>();
+// if (c != null) {
+// tween = ((tk2dBaseSprite)c).DOColor(endValueColor, duration);
+// goto SetupTween;
+// }
+#endif
+#if DOTWEEN_TMP
+ else if (t.IsSameOrSubclassOf(typeof(TextMeshProUGUI))) tween = ((TextMeshProUGUI)target).DOColor(endValueColor, duration);
+ else if (t.IsSameOrSubclassOf(typeof(TextMeshPro))) tween = ((TextMeshPro)target).DOColor(endValueColor, duration);
+// c = this.GetComponent<TextMeshPro>();
+// if (c != null) {
+// tween = ((TextMeshPro)c).DOColor(endValueColor, duration);
+// goto SetupTween;
+// }
+// c = this.GetComponent<TextMeshProUGUI>();
+// if (c != null) {
+// tween = ((TextMeshProUGUI)c).DOColor(endValueColor, duration);
+// goto SetupTween;
+// }
+#endif
+// c = this.GetComponent<SpriteRenderer>();
+// if (c != null) {
+// tween = ((SpriteRenderer)c).DOColor(endValueColor, duration);
+// goto SetupTween;
+// }
+// c = this.GetComponent<Renderer>();
+// if (c != null) {
+// tween = ((Renderer)c).material.DOColor(endValueColor, duration);
+// goto SetupTween;
+// }
+// c = this.GetComponent<Image>();
+// if (c != null) {
+// tween = ((Image)c).DOColor(endValueColor, duration);
+// goto SetupTween;
+// }
+// c = this.GetComponent<Text>();
+// if (c != null) {
+// tween = ((Text)c).DOColor(endValueColor, duration);
+// goto SetupTween;
+// }
+ break;
+ case DOTweenAnimationType.Fade:
+ isRelative = false;
+ if (t.IsSameOrSubclassOf(typeof(SpriteRenderer))) tween = ((SpriteRenderer)target).DOFade(endValueFloat, duration);
+ else if (t.IsSameOrSubclassOf(typeof(Renderer))) tween = ((Renderer)target).material.DOFade(endValueFloat, duration);
+ else if (t.IsSameOrSubclassOf(typeof(Image))) tween = ((Image)target).DOFade(endValueFloat, duration);
+ else if (t.IsSameOrSubclassOf(typeof(Text))) tween = ((Text)target).DOFade(endValueFloat, duration);
+#if DOTWEEN_TK2D
+ else if (t.IsSameOrSubclassOf(typeof(tk2dTextMesh))) tween = ((tk2dTextMesh)target).DOFade(endValueFloat, duration);
+ else if (t.IsSameOrSubclassOf(typeof(tk2dBaseSprite))) tween = ((tk2dBaseSprite)target).DOFade(endValueFloat, duration);
+// c = this.GetComponent<tk2dBaseSprite>();
+// if (c != null) {
+// tween = ((tk2dBaseSprite)c).DOFade(endValueFloat, duration);
+// goto SetupTween;
+// }
+#endif
+#if DOTWEEN_TMP
+ else if (t.IsSameOrSubclassOf(typeof(TextMeshProUGUI))) tween = ((TextMeshProUGUI)target).DOFade(endValueFloat, duration);
+ else if (t.IsSameOrSubclassOf(typeof(TextMeshPro))) tween = ((TextMeshPro)target).DOFade(endValueFloat, duration);
+// c = this.GetComponent<TextMeshPro>();
+// if (c != null) {
+// tween = ((TextMeshPro)c).DOFade(endValueFloat, duration);
+// goto SetupTween;
+// }
+// c = this.GetComponent<TextMeshProUGUI>();
+// if (c != null) {
+// tween = ((TextMeshProUGUI)c).DOFade(endValueFloat, duration);
+// goto SetupTween;
+// }
+#endif
+// c = this.GetComponent<SpriteRenderer>();
+// if (c != null) {
+// tween = ((SpriteRenderer)c).DOFade(endValueFloat, duration);
+// goto SetupTween;
+// }
+// c = this.GetComponent<Renderer>();
+// if (c != null) {
+// tween = ((Renderer)c).material.DOFade(endValueFloat, duration);
+// goto SetupTween;
+// }
+// c = this.GetComponent<Image>();
+// if (c != null) {
+// tween = ((Image)c).DOFade(endValueFloat, duration);
+// goto SetupTween;
+// }
+// c = this.GetComponent<Text>();
+// if (c != null) {
+// tween = ((Text)c).DOFade(endValueFloat, duration);
+// goto SetupTween;
+// }
+ break;
+ case DOTweenAnimationType.Text:
+ if (t.IsSameOrSubclassOf(typeof(Text))) tween = ((Text)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
+// c = this.GetComponent<Text>();
+// if (c != null) {
+// tween = ((Text)c).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
+// goto SetupTween;
+// }
+#if DOTWEEN_TK2D
+ else if (t.IsSameOrSubclassOf(typeof(tk2dTextMesh))) tween = ((tk2dTextMesh)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
+// c = this.GetComponent<tk2dTextMesh>();
+// if (c != null) {
+// tween = ((tk2dTextMesh)c).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
+// goto SetupTween;
+// }
+#endif
+#if DOTWEEN_TMP
+ else if (t.IsSameOrSubclassOf(typeof(TextMeshProUGUI))) tween = ((TextMeshProUGUI)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
+ else if (t.IsSameOrSubclassOf(typeof(TextMeshPro))) tween = ((TextMeshPro)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
+// c = this.GetComponent<TextMeshPro>();
+// if (c != null) {
+// tween = ((TextMeshPro)c).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
+// goto SetupTween;
+// }
+// c = this.GetComponent<TextMeshProUGUI>();
+// if (c != null) {
+// tween = ((TextMeshProUGUI)c).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
+// goto SetupTween;
+// }
+#endif
+ break;
+ case DOTweenAnimationType.PunchPosition:
+ if (t.IsSameOrSubclassOf(typeof(RectTransform))) tween = ((RectTransform)target).DOPunchAnchorPos(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0);
+ else if (t.IsSameOrSubclassOf(typeof(Transform))) tween = ((Transform)target).DOPunchPosition(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0);
+// tween = transform.DOPunchPosition(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0);
+ break;
+ case DOTweenAnimationType.PunchScale:
+ tween = transform.DOPunchScale(endValueV3, duration, optionalInt0, optionalFloat0);
+ break;
+ case DOTweenAnimationType.PunchRotation:
+ tween = transform.DOPunchRotation(endValueV3, duration, optionalInt0, optionalFloat0);
+ break;
+ case DOTweenAnimationType.ShakePosition:
+ if (t.IsSameOrSubclassOf(typeof(RectTransform))) tween = ((RectTransform)target).DOShakeAnchorPos(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0);
+ if (t.IsSameOrSubclassOf(typeof(Transform))) tween = ((Transform)target).DOShakePosition(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0);
+// tween = transform.DOShakePosition(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0);
+ break;
+ case DOTweenAnimationType.ShakeScale:
+ tween = transform.DOShakeScale(duration, endValueV3, optionalInt0, optionalFloat0);
+ break;
+ case DOTweenAnimationType.ShakeRotation:
+ tween = transform.DOShakeRotation(duration, endValueV3, optionalInt0, optionalFloat0);
+ break;
+ case DOTweenAnimationType.CameraAspect:
+ tween = ((Camera)target).DOAspect(endValueFloat, duration);
+ break;
+ case DOTweenAnimationType.CameraBackgroundColor:
+ tween = ((Camera)target).DOColor(endValueColor, duration);
+ break;
+ case DOTweenAnimationType.CameraFieldOfView:
+ tween = ((Camera)target).DOFieldOfView(endValueFloat, duration);
+ break;
+ case DOTweenAnimationType.CameraOrthoSize:
+ tween = ((Camera)target).DOOrthoSize(endValueFloat, duration);
+ break;
+ case DOTweenAnimationType.CameraPixelRect:
+ tween = ((Camera)target).DOPixelRect(endValueRect, duration);
+ break;
+ case DOTweenAnimationType.CameraRect:
+ tween = ((Camera)target).DORect(endValueRect, duration);
+ break;
+ }
+
+// SetupTween:
+ if (tween == null) return;
+
+ if (isFrom) {
+ ((Tweener)tween).From(isRelative);
+ } else {
+ tween.SetRelative(isRelative);
+ }
+ tween.SetTarget(this.gameObject).SetDelay(delay).SetLoops(loops, loopType).SetAutoKill(autoKill)
+ .OnKill(()=> tween = null);
+ if (easeType == Ease.INTERNAL_Custom) tween.SetEase(easeCurve);
+ else tween.SetEase(easeType);
+ if (!string.IsNullOrEmpty(id)) tween.SetId(id);
+ tween.SetUpdate(isIndependentUpdate);
+
+ if (hasOnStart) {
+ if (onStart != null) tween.OnStart(onStart.Invoke);
+ } else onStart = null;
+ if (hasOnPlay) {
+ if (onPlay != null) tween.OnPlay(onPlay.Invoke);
+ } else onPlay = null;
+ if (hasOnUpdate) {
+ if (onUpdate != null) tween.OnUpdate(onUpdate.Invoke);
+ } else onUpdate = null;
+ if (hasOnStepComplete) {
+ if (onStepComplete != null) tween.OnStepComplete(onStepComplete.Invoke);
+ } else onStepComplete = null;
+ if (hasOnComplete) {
+ if (onComplete != null) tween.OnComplete(onComplete.Invoke);
+ } else onComplete = null;
+
+ if (autoPlay) tween.Play();
+ else tween.Pause();
+ }
+
+ #endregion
+
+ #region Public Methods
+
+ // These methods are here so they can be called directly via Unity's UGUI event system
+
+ public override void DOPlay()
+ {
+ DOTween.Play(this.gameObject);
+ }
+
+ public override void DOPlayBackwards()
+ {
+ DOTween.PlayBackwards(this.gameObject);
+ }
+
+ public override void DOPlayForward()
+ {
+ DOTween.PlayForward(this.gameObject);
+ }
+
+ public override void DOPause()
+ {
+ DOTween.Pause(this.gameObject);
+ }
+
+ public override void DOTogglePause()
+ {
+ DOTween.TogglePause(this.gameObject);
+ }
+
+ public override void DORewind()
+ {
+ _playCount = -1;
+ // Rewind using Components order (in case there are multiple animations on the same property)
+ DOTweenAnimation[] anims = this.gameObject.GetComponents<DOTweenAnimation>();
+ for (int i = anims.Length - 1; i > -1; --i) {
+ Tween t = anims[i].tween;
+ if (t != null && t.IsInitialized()) anims[i].tween.Rewind();
+ }
+ // DOTween.Rewind(this.gameObject);
+ }
+
+ /// <summary>
+ /// Restarts the tween
+ /// </summary>
+ /// <param name="fromHere">If TRUE, re-evaluates the tween's start and end values from its current position.
+ /// Set it to TRUE when spawning the same DOTweenAnimation in different positions (like when using a pooling system)</param>
+ public override void DORestart(bool fromHere = false)
+ {
+ _playCount = -1;
+ if (tween == null) {
+ if (Debugger.logPriority > 1) Debugger.LogNullTween(tween); return;
+ }
+ if (fromHere && isRelative) ReEvaluateRelativeTween();
+ DOTween.Restart(this.gameObject);
+ }
+
+ public override void DOComplete()
+ {
+ DOTween.Complete(this.gameObject);
+ }
+
+ public override void DOKill()
+ {
+ DOTween.Kill(this.gameObject);
+ tween = null;
+ }
+
+ #region Specifics
+
+ public void DOPlayById(string id)
+ {
+ DOTween.Play(this.gameObject, id);
+ }
+ public void DOPlayAllById(string id)
+ {
+ DOTween.Play(id);
+ }
+
+ public void DOPlayNext()
+ {
+ DOTweenAnimation[] anims = this.GetComponents<DOTweenAnimation>();
+ while (_playCount < anims.Length - 1) {
+ _playCount++;
+ DOTweenAnimation anim = anims[_playCount];
+ if (anim != null && anim.tween != null && !anim.tween.IsPlaying() && !anim.tween.IsComplete()) {
+ anim.tween.Play();
+ break;
+ }
+ }
+ }
+
+ public void DORewindAndPlayNext()
+ {
+ _playCount = -1;
+ DOTween.Rewind(this.gameObject);
+ DOPlayNext();
+ }
+
+ public void DORestartById(string id)
+ {
+ _playCount = -1;
+ DOTween.Restart(this.gameObject, id);
+ }
+ public void DORestartAllById(string id)
+ {
+ _playCount = -1;
+ DOTween.Restart(id);
+ }
+
+ public List<Tween> GetTweens()
+ {
+ return DOTween.TweensByTarget(this.gameObject);
+ }
+
+ #endregion
+
+ #endregion
+
+ #region Private
+
+ // Re-evaluate relative position of path
+ void ReEvaluateRelativeTween()
+ {
+ if (animationType == DOTweenAnimationType.Move) {
+ ((Tweener)tween).ChangeEndValue(transform.position + endValueV3, true);
+ } else if (animationType == DOTweenAnimationType.LocalMove) {
+ ((Tweener)tween).ChangeEndValue(transform.localPosition + endValueV3, true);
+ }
+ }
+
+ #endregion
+ }
+
+ public static class DOTweenAnimationExtensions
+ {
+ public static bool IsSameOrSubclassOf(this Type t, Type tBase)
+ {
+ return t.IsSubclassOf(tBase) || t == tBase;
+ }
+ }
}
\ No newline at end of file diff --git a/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenPro.XML b/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenPro.XML index 6f5f6c86..c1528c5a 100644 --- a/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenPro.XML +++ b/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenPro.XML @@ -1,71 +1,71 @@ -<?xml version="1.0"?> -<doc> - <assembly> - <name>DOTweenPro</name> - </assembly> - <members> - <member name="T:DG.Tweening.ShortcutExtensionsPro"> - <summary> - Methods that extend known Unity objects and allow to directly create and control tweens from their instances - </summary> - </member> - <member name="M:DG.Tweening.ShortcutExtensionsPro.DOSpiral(UnityEngine.Transform,System.Single,System.Nullable{UnityEngine.Vector3},DG.Tweening.SpiralMode,System.Single,System.Single,System.Single,System.Boolean)"> - <summary>Tweens a Transform's localPosition in a spiral shape. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="duration">The duration of the tween</param> - <param name="axis">The axis around which the spiral will rotate</param> - <param name="mode">The type of spiral movement</param> - <param name="speed">Speed of the rotations</param> - <param name="frequency">Frequency of the rotation. Lower values lead to wider spirals</param> - <param name="depth">Indicates how much the tween should move along the spiral's axis</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="M:DG.Tweening.ShortcutExtensionsPro.DOSpiral(UnityEngine.Rigidbody,System.Single,System.Nullable{UnityEngine.Vector3},DG.Tweening.SpiralMode,System.Single,System.Single,System.Single,System.Boolean)"> - <summary>Tweens a Rigidbody's position in a spiral shape. - Also stores the transform as the tween's target so it can be used for filtered operations</summary> - <param name="duration">The duration of the tween</param> - <param name="axis">The axis around which the spiral will rotate</param> - <param name="mode">The type of spiral movement</param> - <param name="speed">Speed of the rotations</param> - <param name="frequency">Frequency of the rotation. Lower values lead to wider spirals</param> - <param name="depth">Indicates how much the tween should move along the spiral's axis</param> - <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> - </member> - <member name="T:DG.Tweening.Plugins.SpiralPlugin"> - <summary> - Tweens a Vector3 along a spiral. - EndValue represents the direction of the spiral - </summary> - </member> - <member name="M:DG.Tweening.Core.ABSAnimationComponent.DORestart(System.Boolean)"> - <summary> - Restarts the tween - </summary> - <param name="fromHere">If TRUE, re-evaluates the tween's start and end values from its current position. - Set it to TRUE when spawning the same DOTweenPath in different positions (like when using a pooling system)</param> - </member> - <member name="T:DG.Tweening.DOTweenPath"> - <summary> - Attach this to a GameObject to create and assign a path to it - </summary> - </member> - <member name="M:DG.Tweening.DOTweenPath.DORestart(System.Boolean)"> - <summary> - Restarts the tween - </summary> - <param name="fromHere">If TRUE, re-evaluates the tween's start and end values from its current position. - Set it to TRUE when spawning the same DOTweenPath in different positions (like when using a pooling system)</param> - </member> - <member name="T:DG.Tweening.SpiralMode"> - <summary> - Spiral tween mode - </summary> - </member> - <member name="F:DG.Tweening.SpiralMode.Expand"> - <summary>The spiral motion will expand outwards for the whole the tween</summary> - </member> - <member name="F:DG.Tweening.SpiralMode.ExpandThenContract"> - <summary>The spiral motion will expand outwards for half the tween and then will spiral back to the starting position</summary> - </member> - </members> -</doc> +<?xml version="1.0"?>
+<doc>
+ <assembly>
+ <name>DOTweenPro</name>
+ </assembly>
+ <members>
+ <member name="T:DG.Tweening.ShortcutExtensionsPro">
+ <summary>
+ Methods that extend known Unity objects and allow to directly create and control tweens from their instances
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensionsPro.DOSpiral(UnityEngine.Transform,System.Single,System.Nullable{UnityEngine.Vector3},DG.Tweening.SpiralMode,System.Single,System.Single,System.Single,System.Boolean)">
+ <summary>Tweens a Transform's localPosition in a spiral shape.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="duration">The duration of the tween</param>
+ <param name="axis">The axis around which the spiral will rotate</param>
+ <param name="mode">The type of spiral movement</param>
+ <param name="speed">Speed of the rotations</param>
+ <param name="frequency">Frequency of the rotation. Lower values lead to wider spirals</param>
+ <param name="depth">Indicates how much the tween should move along the spiral's axis</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="M:DG.Tweening.ShortcutExtensionsPro.DOSpiral(UnityEngine.Rigidbody,System.Single,System.Nullable{UnityEngine.Vector3},DG.Tweening.SpiralMode,System.Single,System.Single,System.Single,System.Boolean)">
+ <summary>Tweens a Rigidbody's position in a spiral shape.
+ Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+ <param name="duration">The duration of the tween</param>
+ <param name="axis">The axis around which the spiral will rotate</param>
+ <param name="mode">The type of spiral movement</param>
+ <param name="speed">Speed of the rotations</param>
+ <param name="frequency">Frequency of the rotation. Lower values lead to wider spirals</param>
+ <param name="depth">Indicates how much the tween should move along the spiral's axis</param>
+ <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+ </member>
+ <member name="T:DG.Tweening.Plugins.SpiralPlugin">
+ <summary>
+ Tweens a Vector3 along a spiral.
+ EndValue represents the direction of the spiral
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.Core.ABSAnimationComponent.DORestart(System.Boolean)">
+ <summary>
+ Restarts the tween
+ </summary>
+ <param name="fromHere">If TRUE, re-evaluates the tween's start and end values from its current position.
+ Set it to TRUE when spawning the same DOTweenPath in different positions (like when using a pooling system)</param>
+ </member>
+ <member name="T:DG.Tweening.DOTweenPath">
+ <summary>
+ Attach this to a GameObject to create and assign a path to it
+ </summary>
+ </member>
+ <member name="M:DG.Tweening.DOTweenPath.DORestart(System.Boolean)">
+ <summary>
+ Restarts the tween
+ </summary>
+ <param name="fromHere">If TRUE, re-evaluates the tween's start and end values from its current position.
+ Set it to TRUE when spawning the same DOTweenPath in different positions (like when using a pooling system)</param>
+ </member>
+ <member name="T:DG.Tweening.SpiralMode">
+ <summary>
+ Spiral tween mode
+ </summary>
+ </member>
+ <member name="F:DG.Tweening.SpiralMode.Expand">
+ <summary>The spiral motion will expand outwards for the whole the tween</summary>
+ </member>
+ <member name="F:DG.Tweening.SpiralMode.ExpandThenContract">
+ <summary>The spiral motion will expand outwards for half the tween and then will spiral back to the starting position</summary>
+ </member>
+ </members>
+</doc>
diff --git a/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.addon b/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.addon index 94239cad..59b0139c 100644 --- a/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.addon +++ b/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.addon @@ -1,239 +1,239 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2015/03/27 19:02 -// -// License Copyright (c) Daniele Giardini. -// This work is subject to the terms at http://dotween.demigiant.com/license.php - -using UnityEngine; -using TMPro; - -namespace DG.Tweening -{ - /// <summary> - /// Methods that extend Text Mesh Pro objects and allow to directly create and control tweens from their instances. - /// </summary> - public static class ShortcutExtensionsTextMeshPro - { - #region Colors - - /// <summary>Tweens a TextMeshPro's color to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOColor(this TextMeshPro target, Color endValue, float duration) - { - return DOTween.To(() => target.color, x => target.color = x, endValue, duration) - .SetTarget(target); - } - - /// <summary>Tweens a TextMeshPro's faceColor to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOFaceColor(this TextMeshPro target, Color32 endValue, float duration) - { - return DOTween.To(() => target.faceColor, x => target.faceColor = x, endValue, duration) - .SetTarget(target); - } - - /// <summary>Tweens a TextMeshPro's outlineColor to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOOutlineColor(this TextMeshPro target, Color32 endValue, float duration) - { - return DOTween.To(() => target.outlineColor, x => target.outlineColor = x, endValue, duration) - .SetTarget(target); - } - - /// <summary>Tweens a TextMeshPro's glow color to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - /// <param name="useSharedMaterial">If TRUE will use the fontSharedMaterial instead than the fontMaterial</param> - public static Tweener DOGlowColor(this TextMeshPro target, Color endValue, float duration, bool useSharedMaterial = false) - { - return useSharedMaterial - ? target.fontSharedMaterial.DOColor(endValue, "_GlowColor", duration).SetTarget(target) - : target.fontMaterial.DOColor(endValue, "_GlowColor", duration).SetTarget(target); - } - - /// <summary>Tweens a TextMeshPro's alpha color to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOFade(this TextMeshPro target, float endValue, float duration) - { - return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration) - .SetTarget(target); - } - - /// <summary>Tweens a TextMeshPro faceColor's alpha to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOFaceFade(this TextMeshPro target, float endValue, float duration) - { - return DOTween.ToAlpha(() => target.faceColor, x => target.faceColor = x, endValue, duration) - .SetTarget(target); - } - - #endregion - - #region Other - - /// <summary>Tweens a TextMeshPro's scale to the given value (using correct uniform scale as TMP requires). - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOScale(this TextMeshPro target, float endValue, float duration) - { - Transform t = target.transform; - Vector3 endValueV3 = new Vector3(endValue, endValue, endValue); - return DOTween.To(() => t.localScale, x => t.localScale = x, endValueV3, duration).SetTarget(target); - } - - /// <summary>Tweens a TextMeshPro's fontSize to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOFontSize(this TextMeshPro target, float endValue, float duration) - { - return DOTween.To(() => target.fontSize, x => target.fontSize = x, endValue, duration) - .SetTarget(target); - } - - /// <summary>Tweens a TextMeshPro's maxVisibleCharacters to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOMaxVisibleCharacters(this TextMeshPro target, int endValue, float duration) - { - return DOTween.To(() => target.maxVisibleCharacters, x => target.maxVisibleCharacters = x, endValue, duration) - .SetTarget(target); - } - - /// <summary>Tweens a TextMeshPro's text to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param> - /// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated, - /// otherwise all tags will be considered as normal text</param> - /// <param name="scrambleMode">The type of scramble mode to use, if any</param> - /// <param name="scrambleChars">A string containing the characters to use for scrambling. - /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. - /// Leave it to NULL (default) to use default ones</param> - public static Tweener DOText(this TextMeshPro target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) - { - return DOTween.To(() => target.text, x => target.text = x, endValue, duration) - .SetOptions(richTextEnabled, scrambleMode, scrambleChars) - .SetTarget(target); - } - - #endregion - } - - /// <summary> - /// Methods that extend Text Mesh Pro objects and allow to directly create and control tweens from their instances. - /// </summary> - public static class ShortcutExtensionsTextMeshProUGUI - { - #region Colors - - /// <summary>Tweens a TextMeshProUGUI's color to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOColor(this TextMeshProUGUI target, Color endValue, float duration) - { - return DOTween.To(() => target.color, x => target.color = x, endValue, duration) - .SetTarget(target); - } - - /// <summary>Tweens a TextMeshProUGUI's faceColor to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOFaceColor(this TextMeshProUGUI target, Color32 endValue, float duration) - { - return DOTween.To(() => target.faceColor, x => target.faceColor = x, endValue, duration) - .SetTarget(target); - } - - /// <summary>Tweens a TextMeshProUGUI's outlineColor to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOOutlineColor(this TextMeshProUGUI target, Color32 endValue, float duration) - { - return DOTween.To(() => target.outlineColor, x => target.outlineColor = x, endValue, duration) - .SetTarget(target); - } - - /// <summary>Tweens a TextMeshProUGUI's glow color to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - /// <param name="useSharedMaterial">If TRUE will use the fontSharedMaterial instead than the fontMaterial</param> - public static Tweener DOGlowColor(this TextMeshProUGUI target, Color endValue, float duration, bool useSharedMaterial = false) - { - return useSharedMaterial - ? target.fontSharedMaterial.DOColor(endValue, "_GlowColor", duration).SetTarget(target) - : target.fontMaterial.DOColor(endValue, "_GlowColor", duration).SetTarget(target); - } - - /// <summary>Tweens a TextMeshProUGUI's alpha color to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOFade(this TextMeshProUGUI target, float endValue, float duration) - { - return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration) - .SetTarget(target); - } - - /// <summary>Tweens a TextMeshProUGUI faceColor's alpha to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOFaceFade(this TextMeshProUGUI target, float endValue, float duration) - { - return DOTween.ToAlpha(() => target.faceColor, x => target.faceColor = x, endValue, duration) - .SetTarget(target); - } - - #endregion - - #region Other - - /// <summary>Tweens a TextMeshProUGUI's scale to the given value (using correct uniform scale as TMP requires). - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOScale(this TextMeshProUGUI target, float endValue, float duration) - { - Transform t = target.transform; - Vector3 endValueV3 = new Vector3(endValue, endValue, endValue); - return DOTween.To(() => t.localScale, x => t.localScale = x, endValueV3, duration).SetTarget(target); - } - - /// <summary>Tweens a TextMeshProUGUI's fontSize to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOFontSize(this TextMeshProUGUI target, float endValue, float duration) - { - return DOTween.To(() => target.fontSize, x => target.fontSize = x, endValue, duration) - .SetTarget(target); - } - - /// <summary>Tweens a TextMeshProUGUI's maxVisibleCharacters to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOMaxVisibleCharacters(this TextMeshProUGUI target, int endValue, float duration) - { - return DOTween.To(() => target.maxVisibleCharacters, x => target.maxVisibleCharacters = x, endValue, duration) - .SetTarget(target); - } - - /// <summary>Tweens a TextMeshProUGUI's text to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param> - /// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated, - /// otherwise all tags will be considered as normal text</param> - /// <param name="scrambleMode">The type of scramble mode to use, if any</param> - /// <param name="scrambleChars">A string containing the characters to use for scrambling. - /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. - /// Leave it to NULL (default) to use default ones</param> - public static Tweener DOText(this TextMeshProUGUI target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) - { - return DOTween.To(() => target.text, x => target.text = x, endValue, duration) - .SetOptions(richTextEnabled, scrambleMode, scrambleChars) - .SetTarget(target); - } - - #endregion - } +// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2015/03/27 19:02
+//
+// License Copyright (c) Daniele Giardini.
+// This work is subject to the terms at http://dotween.demigiant.com/license.php
+
+using UnityEngine;
+using TMPro;
+
+namespace DG.Tweening
+{
+ /// <summary>
+ /// Methods that extend Text Mesh Pro objects and allow to directly create and control tweens from their instances.
+ /// </summary>
+ public static class ShortcutExtensionsTextMeshPro
+ {
+ #region Colors
+
+ /// <summary>Tweens a TextMeshPro's color to the given value.
+ /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOColor(this TextMeshPro target, Color endValue, float duration)
+ {
+ return DOTween.To(() => target.color, x => target.color = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// <summary>Tweens a TextMeshPro's faceColor to the given value.
+ /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOFaceColor(this TextMeshPro target, Color32 endValue, float duration)
+ {
+ return DOTween.To(() => target.faceColor, x => target.faceColor = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// <summary>Tweens a TextMeshPro's outlineColor to the given value.
+ /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOOutlineColor(this TextMeshPro target, Color32 endValue, float duration)
+ {
+ return DOTween.To(() => target.outlineColor, x => target.outlineColor = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// <summary>Tweens a TextMeshPro's glow color to the given value.
+ /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ /// <param name="useSharedMaterial">If TRUE will use the fontSharedMaterial instead than the fontMaterial</param>
+ public static Tweener DOGlowColor(this TextMeshPro target, Color endValue, float duration, bool useSharedMaterial = false)
+ {
+ return useSharedMaterial
+ ? target.fontSharedMaterial.DOColor(endValue, "_GlowColor", duration).SetTarget(target)
+ : target.fontMaterial.DOColor(endValue, "_GlowColor", duration).SetTarget(target);
+ }
+
+ /// <summary>Tweens a TextMeshPro's alpha color to the given value.
+ /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOFade(this TextMeshPro target, float endValue, float duration)
+ {
+ return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// <summary>Tweens a TextMeshPro faceColor's alpha to the given value.
+ /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOFaceFade(this TextMeshPro target, float endValue, float duration)
+ {
+ return DOTween.ToAlpha(() => target.faceColor, x => target.faceColor = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ #endregion
+
+ #region Other
+
+ /// <summary>Tweens a TextMeshPro's scale to the given value (using correct uniform scale as TMP requires).
+ /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOScale(this TextMeshPro target, float endValue, float duration)
+ {
+ Transform t = target.transform;
+ Vector3 endValueV3 = new Vector3(endValue, endValue, endValue);
+ return DOTween.To(() => t.localScale, x => t.localScale = x, endValueV3, duration).SetTarget(target);
+ }
+
+ /// <summary>Tweens a TextMeshPro's fontSize to the given value.
+ /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOFontSize(this TextMeshPro target, float endValue, float duration)
+ {
+ return DOTween.To(() => target.fontSize, x => target.fontSize = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// <summary>Tweens a TextMeshPro's maxVisibleCharacters to the given value.
+ /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOMaxVisibleCharacters(this TextMeshPro target, int endValue, float duration)
+ {
+ return DOTween.To(() => target.maxVisibleCharacters, x => target.maxVisibleCharacters = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// <summary>Tweens a TextMeshPro's text to the given value.
+ /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param>
+ /// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated,
+ /// otherwise all tags will be considered as normal text</param>
+ /// <param name="scrambleMode">The type of scramble mode to use, if any</param>
+ /// <param name="scrambleChars">A string containing the characters to use for scrambling.
+ /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
+ /// Leave it to NULL (default) to use default ones</param>
+ public static Tweener DOText(this TextMeshPro target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
+ {
+ return DOTween.To(() => target.text, x => target.text = x, endValue, duration)
+ .SetOptions(richTextEnabled, scrambleMode, scrambleChars)
+ .SetTarget(target);
+ }
+
+ #endregion
+ }
+
+ /// <summary>
+ /// Methods that extend Text Mesh Pro objects and allow to directly create and control tweens from their instances.
+ /// </summary>
+ public static class ShortcutExtensionsTextMeshProUGUI
+ {
+ #region Colors
+
+ /// <summary>Tweens a TextMeshProUGUI's color to the given value.
+ /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOColor(this TextMeshProUGUI target, Color endValue, float duration)
+ {
+ return DOTween.To(() => target.color, x => target.color = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// <summary>Tweens a TextMeshProUGUI's faceColor to the given value.
+ /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOFaceColor(this TextMeshProUGUI target, Color32 endValue, float duration)
+ {
+ return DOTween.To(() => target.faceColor, x => target.faceColor = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// <summary>Tweens a TextMeshProUGUI's outlineColor to the given value.
+ /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOOutlineColor(this TextMeshProUGUI target, Color32 endValue, float duration)
+ {
+ return DOTween.To(() => target.outlineColor, x => target.outlineColor = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// <summary>Tweens a TextMeshProUGUI's glow color to the given value.
+ /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ /// <param name="useSharedMaterial">If TRUE will use the fontSharedMaterial instead than the fontMaterial</param>
+ public static Tweener DOGlowColor(this TextMeshProUGUI target, Color endValue, float duration, bool useSharedMaterial = false)
+ {
+ return useSharedMaterial
+ ? target.fontSharedMaterial.DOColor(endValue, "_GlowColor", duration).SetTarget(target)
+ : target.fontMaterial.DOColor(endValue, "_GlowColor", duration).SetTarget(target);
+ }
+
+ /// <summary>Tweens a TextMeshProUGUI's alpha color to the given value.
+ /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOFade(this TextMeshProUGUI target, float endValue, float duration)
+ {
+ return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// <summary>Tweens a TextMeshProUGUI faceColor's alpha to the given value.
+ /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOFaceFade(this TextMeshProUGUI target, float endValue, float duration)
+ {
+ return DOTween.ToAlpha(() => target.faceColor, x => target.faceColor = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ #endregion
+
+ #region Other
+
+ /// <summary>Tweens a TextMeshProUGUI's scale to the given value (using correct uniform scale as TMP requires).
+ /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOScale(this TextMeshProUGUI target, float endValue, float duration)
+ {
+ Transform t = target.transform;
+ Vector3 endValueV3 = new Vector3(endValue, endValue, endValue);
+ return DOTween.To(() => t.localScale, x => t.localScale = x, endValueV3, duration).SetTarget(target);
+ }
+
+ /// <summary>Tweens a TextMeshProUGUI's fontSize to the given value.
+ /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOFontSize(this TextMeshProUGUI target, float endValue, float duration)
+ {
+ return DOTween.To(() => target.fontSize, x => target.fontSize = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// <summary>Tweens a TextMeshProUGUI's maxVisibleCharacters to the given value.
+ /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOMaxVisibleCharacters(this TextMeshProUGUI target, int endValue, float duration)
+ {
+ return DOTween.To(() => target.maxVisibleCharacters, x => target.maxVisibleCharacters = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// <summary>Tweens a TextMeshProUGUI's text to the given value.
+ /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param>
+ /// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated,
+ /// otherwise all tags will be considered as normal text</param>
+ /// <param name="scrambleMode">The type of scramble mode to use, if any</param>
+ /// <param name="scrambleChars">A string containing the characters to use for scrambling.
+ /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
+ /// Leave it to NULL (default) to use default ones</param>
+ public static Tweener DOText(this TextMeshProUGUI target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
+ {
+ return DOTween.To(() => target.text, x => target.text = x, endValue, duration)
+ .SetOptions(richTextEnabled, scrambleMode, scrambleChars)
+ .SetTarget(target);
+ }
+
+ #endregion
+ }
}
\ No newline at end of file diff --git a/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenTk2d.cs.addon b/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenTk2d.cs.addon index f5e5ef17..9c18d658 100644 --- a/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenTk2d.cs.addon +++ b/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenTk2d.cs.addon @@ -1,143 +1,143 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2014/10/27 15:59 -// -// License Copyright (c) Daniele Giardini. -// This work is subject to the terms at http://dotween.demigiant.com/license.php - -using UnityEngine; - -namespace DG.Tweening -{ - /// <summary> - /// Methods that extend 2D Toolkit objects and allow to directly create and control tweens from their instances. - /// </summary> - public static class ShortcutExtensionsTk2d - { - #region Sprite - - /// <summary>Tweens a 2D Toolkit Sprite's dimensions to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOScale(this tk2dBaseSprite target, Vector3 endValue, float duration) - { - return DOTween.To(() => target.scale, x => target.scale = x, endValue, duration) - .SetTarget(target); - } - /// <summary>Tweens a Sprite's dimensions to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOScaleX(this tk2dBaseSprite target, float endValue, float duration) - { - return DOTween.To(() => target.scale, x => target.scale = x, new Vector3(endValue, 0, 0), duration) - .SetOptions(AxisConstraint.X) - .SetTarget(target); - } - /// <summary>Tweens a Sprite's dimensions to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOScaleY(this tk2dBaseSprite target, float endValue, float duration) - { - return DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, endValue, 0), duration) - .SetOptions(AxisConstraint.Y) - .SetTarget(target); - } - /// <summary>Tweens a Sprite's dimensions to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOScaleZ(this tk2dBaseSprite target, float endValue, float duration) - { - return DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, 0, endValue), duration) - .SetOptions(AxisConstraint.Z) - .SetTarget(target); - } - - /// <summary>Tweens a 2D Toolkit Sprite's color to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOColor(this tk2dBaseSprite target, Color endValue, float duration) - { - return DOTween.To(() => target.color, x => target.color = x, endValue, duration) - .SetTarget(target); - } - - /// <summary>Tweens a 2D Toolkit Sprite's alpha color to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOFade(this tk2dBaseSprite target, float endValue, float duration) - { - return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration) - .SetTarget(target); - } - - #endregion - - #region tk2dSlicedSprite - - /// <summary>Tweens a 2D Toolkit SlicedSprite's dimensions to the given value. - /// Also stores the SlicedSprite as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOScale(this tk2dSlicedSprite target, Vector2 endValue, float duration) - { - return DOTween.To(() => target.dimensions, x => target.dimensions = x, endValue, duration) - .SetTarget(target); - } - /// <summary>Tweens a SlicedSprite's dimensions to the given value. - /// Also stores the SlicedSprite as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOScaleX(this tk2dSlicedSprite target, float endValue, float duration) - { - return DOTween.To(() => target.dimensions, x => target.dimensions = x, new Vector2(endValue, 0), duration) - .SetOptions(AxisConstraint.X) - .SetTarget(target); - } - /// <summary>Tweens a SlicedSprite's dimensions to the given value. - /// Also stores the SlicedSprite as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOScaleY(this tk2dSlicedSprite target, float endValue, float duration) - { - return DOTween.To(() => target.dimensions, x => target.dimensions = x, new Vector2(0, endValue), duration) - .SetOptions(AxisConstraint.Y) - .SetTarget(target); - } - - #endregion - - #region TextMesh - - /// <summary>Tweens a 2D Toolkit TextMesh's color to the given value. - /// Also stores the TextMesh as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOColor(this tk2dTextMesh target, Color endValue, float duration) - { - return DOTween.To(() => target.color, x => target.color = x, endValue, duration) - .SetTarget(target); - } - - /// <summary>Tweens a 2D Toolkit TextMesh's alpha color to the given value. - /// Also stores the TextMesh as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> - public static Tweener DOFade(this tk2dTextMesh target, float endValue, float duration) - { - return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration) - .SetTarget(target); - } - - /// <summary>Tweens a tk2dTextMesh's text to the given value. - /// Also stores the tk2dTextMesh as the tween's target so it can be used for filtered operations</summary> - /// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param> - /// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated, - /// otherwise all tags will be considered as normal text</param> - /// <param name="scrambleMode">The type of scramble mode to use, if any</param> - /// <param name="scrambleChars">A string containing the characters to use for scrambling. - /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. - /// Leave it to NULL (default) to use default ones</param> - public static Tweener DOText(this tk2dTextMesh target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) - { - return DOTween.To(() => target.text, x => target.text = x, endValue, duration) - .SetOptions(richTextEnabled, scrambleMode, scrambleChars) - .SetTarget(target); - } - - #endregion - } +// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2014/10/27 15:59
+//
+// License Copyright (c) Daniele Giardini.
+// This work is subject to the terms at http://dotween.demigiant.com/license.php
+
+using UnityEngine;
+
+namespace DG.Tweening
+{
+ /// <summary>
+ /// Methods that extend 2D Toolkit objects and allow to directly create and control tweens from their instances.
+ /// </summary>
+ public static class ShortcutExtensionsTk2d
+ {
+ #region Sprite
+
+ /// <summary>Tweens a 2D Toolkit Sprite's dimensions to the given value.
+ /// Also stores the Sprite as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOScale(this tk2dBaseSprite target, Vector3 endValue, float duration)
+ {
+ return DOTween.To(() => target.scale, x => target.scale = x, endValue, duration)
+ .SetTarget(target);
+ }
+ /// <summary>Tweens a Sprite's dimensions to the given value.
+ /// Also stores the Sprite as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOScaleX(this tk2dBaseSprite target, float endValue, float duration)
+ {
+ return DOTween.To(() => target.scale, x => target.scale = x, new Vector3(endValue, 0, 0), duration)
+ .SetOptions(AxisConstraint.X)
+ .SetTarget(target);
+ }
+ /// <summary>Tweens a Sprite's dimensions to the given value.
+ /// Also stores the Sprite as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOScaleY(this tk2dBaseSprite target, float endValue, float duration)
+ {
+ return DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, endValue, 0), duration)
+ .SetOptions(AxisConstraint.Y)
+ .SetTarget(target);
+ }
+ /// <summary>Tweens a Sprite's dimensions to the given value.
+ /// Also stores the Sprite as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOScaleZ(this tk2dBaseSprite target, float endValue, float duration)
+ {
+ return DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, 0, endValue), duration)
+ .SetOptions(AxisConstraint.Z)
+ .SetTarget(target);
+ }
+
+ /// <summary>Tweens a 2D Toolkit Sprite's color to the given value.
+ /// Also stores the Sprite as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOColor(this tk2dBaseSprite target, Color endValue, float duration)
+ {
+ return DOTween.To(() => target.color, x => target.color = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// <summary>Tweens a 2D Toolkit Sprite's alpha color to the given value.
+ /// Also stores the Sprite as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOFade(this tk2dBaseSprite target, float endValue, float duration)
+ {
+ return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ #endregion
+
+ #region tk2dSlicedSprite
+
+ /// <summary>Tweens a 2D Toolkit SlicedSprite's dimensions to the given value.
+ /// Also stores the SlicedSprite as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOScale(this tk2dSlicedSprite target, Vector2 endValue, float duration)
+ {
+ return DOTween.To(() => target.dimensions, x => target.dimensions = x, endValue, duration)
+ .SetTarget(target);
+ }
+ /// <summary>Tweens a SlicedSprite's dimensions to the given value.
+ /// Also stores the SlicedSprite as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOScaleX(this tk2dSlicedSprite target, float endValue, float duration)
+ {
+ return DOTween.To(() => target.dimensions, x => target.dimensions = x, new Vector2(endValue, 0), duration)
+ .SetOptions(AxisConstraint.X)
+ .SetTarget(target);
+ }
+ /// <summary>Tweens a SlicedSprite's dimensions to the given value.
+ /// Also stores the SlicedSprite as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOScaleY(this tk2dSlicedSprite target, float endValue, float duration)
+ {
+ return DOTween.To(() => target.dimensions, x => target.dimensions = x, new Vector2(0, endValue), duration)
+ .SetOptions(AxisConstraint.Y)
+ .SetTarget(target);
+ }
+
+ #endregion
+
+ #region TextMesh
+
+ /// <summary>Tweens a 2D Toolkit TextMesh's color to the given value.
+ /// Also stores the TextMesh as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOColor(this tk2dTextMesh target, Color endValue, float duration)
+ {
+ return DOTween.To(() => target.color, x => target.color = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// <summary>Tweens a 2D Toolkit TextMesh's alpha color to the given value.
+ /// Also stores the TextMesh as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+ public static Tweener DOFade(this tk2dTextMesh target, float endValue, float duration)
+ {
+ return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// <summary>Tweens a tk2dTextMesh's text to the given value.
+ /// Also stores the tk2dTextMesh as the tween's target so it can be used for filtered operations</summary>
+ /// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param>
+ /// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated,
+ /// otherwise all tags will be considered as normal text</param>
+ /// <param name="scrambleMode">The type of scramble mode to use, if any</param>
+ /// <param name="scrambleChars">A string containing the characters to use for scrambling.
+ /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
+ /// Leave it to NULL (default) to use default ones</param>
+ public static Tweener DOText(this tk2dTextMesh target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
+ {
+ return DOTween.To(() => target.text, x => target.text = x, endValue, duration)
+ .SetOptions(richTextEnabled, scrambleMode, scrambleChars)
+ .SetTarget(target);
+ }
+
+ #endregion
+ }
}
\ No newline at end of file diff --git a/Assets/ThirdParty/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs b/Assets/ThirdParty/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs index 168b025e..dc42eb35 100644 --- a/Assets/ThirdParty/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs +++ b/Assets/ThirdParty/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs @@ -1,453 +1,453 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2015/03/12 16:03 - -using System; -using System.Collections.Generic; -using System.IO; -using DG.DemiEditor; -using DG.DOTweenEditor.Core; -using DG.Tweening; -using DG.Tweening.Core; -using UnityEditor; -using UnityEngine; -using UnityEngine.UI; - -#if DOTWEEN_TMP - using TMPro; -#endif - -namespace DG.DOTweenEditor -{ - [CustomEditor(typeof(DOTweenAnimation))] - public class DOTweenAnimationInspector : ABSAnimationInspector - { - static readonly Dictionary<DOTweenAnimationType, Type[]> _AnimationTypeToComponent = new Dictionary<DOTweenAnimationType, Type[]>() { - { DOTweenAnimationType.Move, new[] { typeof(Rigidbody), typeof(Rigidbody2D), typeof(RectTransform), typeof(Transform) } }, - { DOTweenAnimationType.LocalMove, new[] { typeof(Transform) } }, - { DOTweenAnimationType.Rotate, new[] { typeof(Rigidbody), typeof(Rigidbody2D), typeof(Transform) } }, - { DOTweenAnimationType.LocalRotate, new[] { typeof(Transform) } }, - { DOTweenAnimationType.Scale, new[] { typeof(Transform) } }, - { DOTweenAnimationType.Color, new[] { typeof(SpriteRenderer), typeof(Renderer), typeof(Image), typeof(Text) } }, - { DOTweenAnimationType.Fade, new[] { typeof(SpriteRenderer), typeof(Renderer), typeof(Image), typeof(Text) } }, - { DOTweenAnimationType.Text, new[] { typeof(Text) } }, - { DOTweenAnimationType.PunchPosition, new[] { typeof(RectTransform), typeof(Transform) } }, - { DOTweenAnimationType.PunchRotation, new[] { typeof(Transform) } }, - { DOTweenAnimationType.PunchScale, new[] { typeof(Transform) } }, - { DOTweenAnimationType.ShakePosition, new[] { typeof(RectTransform), typeof(Transform) } }, - { DOTweenAnimationType.ShakeRotation, new[] { typeof(Transform) } }, - { DOTweenAnimationType.ShakeScale, new[] { typeof(Transform) } }, - { DOTweenAnimationType.CameraAspect, new[] { typeof(Camera) } }, - { DOTweenAnimationType.CameraBackgroundColor, new[] { typeof(Camera) } }, - { DOTweenAnimationType.CameraFieldOfView, new[] { typeof(Camera) } }, - { DOTweenAnimationType.CameraOrthoSize, new[] { typeof(Camera) } }, - { DOTweenAnimationType.CameraPixelRect, new[] { typeof(Camera) } }, - { DOTweenAnimationType.CameraRect, new[] { typeof(Camera) } }, - }; - -#if DOTWEEN_TK2D - static readonly Dictionary<DOTweenAnimationType, Type[]> _Tk2dAnimationTypeToComponent = new Dictionary<DOTweenAnimationType, Type[]>() { - { DOTweenAnimationType.Color, new[] { typeof(tk2dBaseSprite), typeof(tk2dTextMesh) } }, - { DOTweenAnimationType.Fade, new[] { typeof(tk2dBaseSprite), typeof(tk2dTextMesh) } }, - { DOTweenAnimationType.Text, new[] { typeof(tk2dTextMesh) } } - }; -#endif -#if DOTWEEN_TMP - static readonly Dictionary<DOTweenAnimationType, Type[]> _TMPAnimationTypeToComponent = new Dictionary<DOTweenAnimationType, Type[]>() { - { DOTweenAnimationType.Color, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } }, - { DOTweenAnimationType.Fade, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } }, - { DOTweenAnimationType.Text, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } } - }; -#endif - - static readonly string[] _AnimationType = new[] { - "None", - "Move", "LocalMove", - "Rotate", "LocalRotate", - "Scale", - "Color", "Fade", - "Text", - "Punch/Position", "Punch/Rotation", "Punch/Scale", - "Shake/Position", "Shake/Rotation", "Shake/Scale", - "Camera/Aspect", "Camera/BackgroundColor", "Camera/FieldOfView", "Camera/OrthoSize", "Camera/PixelRect", "Camera/Rect" - }; - static string[] _animationTypeNoSlashes; // _AnimationType list without slashes in values - static string[] _datString; // String representation of DOTweenAnimation enum (here for caching reasons) - - DOTweenAnimation _src; - bool _runtimeEditMode; // If TRUE allows to change and save stuff at runtime - int _totComponentsOnSrc; // Used to determine if a Component is added or removed from the source - - // =================================================================================== - // MONOBEHAVIOUR METHODS ------------------------------------------------------------- - - void OnEnable() - { - _src = target as DOTweenAnimation; - - onStartProperty = base.serializedObject.FindProperty("onStart"); - onPlayProperty = base.serializedObject.FindProperty("onPlay"); - onUpdateProperty = base.serializedObject.FindProperty("onUpdate"); - onStepCompleteProperty = base.serializedObject.FindProperty("onStepComplete"); - onCompleteProperty = base.serializedObject.FindProperty("onComplete"); - - // Convert _AnimationType to _animationTypeNoSlashes - int len = _AnimationType.Length; - _animationTypeNoSlashes = new string[len]; - for (int i = 0; i < len; ++i) { - string a = _AnimationType[i]; - a = a.Replace("/", ""); - _animationTypeNoSlashes[i] = a; - } - } - - override public void OnInspectorGUI() - { - base.OnInspectorGUI(); - - GUILayout.Space(3); - EditorGUIUtils.SetGUIStyles(); - - bool playMode = Application.isPlaying; - _runtimeEditMode = _runtimeEditMode && playMode; - - GUILayout.BeginHorizontal(); - EditorGUIUtils.InspectorLogo(); - GUILayout.Label(_src.animationType.ToString() + (string.IsNullOrEmpty(_src.id) ? "" : " [" + _src.id + "]"), EditorGUIUtils.sideLogoIconBoldLabelStyle); - // Up-down buttons - GUILayout.FlexibleSpace(); - if (GUILayout.Button("▲", DeGUI.styles.button.toolIco)) UnityEditorInternal.ComponentUtility.MoveComponentUp(_src); - if (GUILayout.Button("▼", DeGUI.styles.button.toolIco)) UnityEditorInternal.ComponentUtility.MoveComponentDown(_src); - GUILayout.EndHorizontal(); - - if (playMode) { - if (_runtimeEditMode) { - - } else { - GUILayout.Space(8); - GUILayout.Label("Animation Editor disabled while in play mode", EditorGUIUtils.wordWrapLabelStyle); - if (!_src.isActive) { - GUILayout.Label("This animation has been toggled as inactive and won't be generated", EditorGUIUtils.wordWrapLabelStyle); - GUI.enabled = false; - } - if (GUILayout.Button(new GUIContent("Activate Edit Mode", "Switches to Runtime Edit Mode, where you can change animations values and restart them"))) { - _runtimeEditMode = true; - } - GUILayout.Label("NOTE: when using DOPlayNext, the sequence is determined by the DOTweenAnimation Components order in the target GameObject's Inspector", EditorGUIUtils.wordWrapLabelStyle); - GUILayout.Space(10); - if (!_runtimeEditMode) return; - } - } - - Undo.RecordObject(_src, "DOTween Animation"); - -// _src.isValid = Validate(); // Moved down - - EditorGUIUtility.labelWidth = 120; - - if (playMode) { - GUILayout.Space(4); - DeGUILayout.Toolbar("Edit Mode Commands"); - DeGUILayout.BeginVBox(DeGUI.styles.box.stickyTop); - GUILayout.BeginHorizontal(); - if (GUILayout.Button("TogglePause")) _src.tween.TogglePause(); - if (GUILayout.Button("Rewind")) _src.tween.Rewind(); - if (GUILayout.Button("Restart")) _src.tween.Restart(); - GUILayout.EndHorizontal(); - if (GUILayout.Button("Commit changes and restart")) { - _src.tween.Rewind(); - _src.tween.Kill(); - if (_src.isValid) { - _src.CreateTween(); - _src.tween.Play(); - } - } - GUILayout.Label("To apply your changes when exiting Play mode, use the Component's upper right menu and choose \"Copy Component\", then \"Paste Component Values\" after exiting Play mode", DeGUI.styles.label.wordwrap); - DeGUILayout.EndVBox(); - } else { - bool hasManager = _src.GetComponent<DOTweenVisualManager>() != null; - if (!hasManager) { - if (GUILayout.Button(new GUIContent("Add Manager", "Adds a manager component which allows you to choose additional options for this gameObject"))) { - _src.gameObject.AddComponent<DOTweenVisualManager>(); - } - } - } - - GUILayout.BeginHorizontal(); - DOTweenAnimationType prevAnimType = _src.animationType; -// _src.animationType = (DOTweenAnimationType)EditorGUILayout.EnumPopup(_src.animationType, EditorGUIUtils.popupButton); - _src.isActive = EditorGUILayout.Toggle(new GUIContent("", "If unchecked, this animation will not be created"), _src.isActive, GUILayout.Width(16)); - GUI.enabled = _src.isActive; - _src.animationType = AnimationToDOTweenAnimationType(_AnimationType[EditorGUILayout.Popup(DOTweenAnimationTypeToPopupId(_src.animationType), _AnimationType)]); - _src.autoPlay = DeGUILayout.ToggleButton(_src.autoPlay, new GUIContent("AutoPlay", "If selected, the tween will play automatically")); - _src.autoKill = DeGUILayout.ToggleButton(_src.autoKill, new GUIContent("AutoKill", "If selected, the tween will be killed when it completes, and won't be reusable")); - GUILayout.EndHorizontal(); - if (prevAnimType != _src.animationType) { - // Set default optional values based on animation type - switch (_src.animationType) { - case DOTweenAnimationType.Move: - case DOTweenAnimationType.LocalMove: - case DOTweenAnimationType.Rotate: - case DOTweenAnimationType.LocalRotate: - case DOTweenAnimationType.Scale: - _src.endValueV3 = Vector3.zero; - _src.endValueFloat = 0; - _src.optionalBool0 = _src.animationType == DOTweenAnimationType.Scale; - break; - case DOTweenAnimationType.Color: - case DOTweenAnimationType.Fade: - _src.endValueFloat = 0; - break; - case DOTweenAnimationType.Text: - _src.optionalBool0 = true; - break; - case DOTweenAnimationType.PunchPosition: - case DOTweenAnimationType.PunchRotation: - case DOTweenAnimationType.PunchScale: - _src.endValueV3 = _src.animationType == DOTweenAnimationType.PunchRotation ? new Vector3(0,180,0) : Vector3.one; - _src.optionalFloat0 = 1; - _src.optionalInt0 = 10; - _src.optionalBool0 = false; - break; - case DOTweenAnimationType.ShakePosition: - case DOTweenAnimationType.ShakeRotation: - case DOTweenAnimationType.ShakeScale: - _src.endValueV3 = _src.animationType == DOTweenAnimationType.ShakeRotation ? new Vector3(90,90,90) : Vector3.one; - _src.optionalInt0 = 10; - _src.optionalFloat0 = 90; - _src.optionalBool0 = false; - break; - case DOTweenAnimationType.CameraAspect: - case DOTweenAnimationType.CameraFieldOfView: - case DOTweenAnimationType.CameraOrthoSize: - _src.endValueFloat = 0; - break; - case DOTweenAnimationType.CameraPixelRect: - case DOTweenAnimationType.CameraRect: - _src.endValueRect = new Rect(0, 0, 0, 0); - break; - } - } - if (_src.animationType == DOTweenAnimationType.None) { - _src.isValid = false; - if (GUI.changed) EditorUtility.SetDirty(_src); - return; - } - - if (prevAnimType != _src.animationType || ComponentsChanged()) { - _src.isValid = Validate(); - } - - if (!_src.isValid) { - GUI.color = Color.red; - GUILayout.BeginVertical(GUI.skin.box); - GUILayout.Label("No valid Component was found for the selected animation", EditorGUIUtils.wordWrapLabelStyle); - GUILayout.EndVertical(); - GUI.color = Color.white; - if (GUI.changed) EditorUtility.SetDirty(_src); - return; - } - - _src.duration = EditorGUILayout.FloatField("Duration", _src.duration); - if (_src.duration < 0) _src.duration = 0; - _src.delay = EditorGUILayout.FloatField("Delay", _src.delay); - if (_src.delay < 0) _src.delay = 0; - _src.isIndependentUpdate = EditorGUILayout.Toggle("Ignore TimeScale", _src.isIndependentUpdate); - _src.easeType = EditorGUIUtils.FilteredEasePopup(_src.easeType); - if (_src.easeType == Ease.INTERNAL_Custom) { - _src.easeCurve = EditorGUILayout.CurveField(" Ease Curve", _src.easeCurve); - } - _src.loops = EditorGUILayout.IntField(new GUIContent("Loops", "Set to -1 for infinite loops"), _src.loops); - if (_src.loops < -1) _src.loops = -1; - if (_src.loops > 1 || _src.loops == -1) - _src.loopType = (LoopType)EditorGUILayout.EnumPopup(" Loop Type", _src.loopType); - _src.id = EditorGUILayout.TextField("ID", _src.id); - - bool canBeRelative = true; - // End value and eventual specific options - switch (_src.animationType) { - case DOTweenAnimationType.Move: - case DOTweenAnimationType.LocalMove: - GUIEndValueV3(); - _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0); - break; - case DOTweenAnimationType.Rotate: - case DOTweenAnimationType.LocalRotate: - if (_src.GetComponent<Rigidbody2D>()) GUIEndValueFloat(); - else { - GUIEndValueV3(); - _src.optionalRotationMode = (RotateMode)EditorGUILayout.EnumPopup(" Rotation Mode", _src.optionalRotationMode); - } - break; - case DOTweenAnimationType.Scale: - if (_src.optionalBool0) GUIEndValueFloat(); - else GUIEndValueV3(); - _src.optionalBool0 = EditorGUILayout.Toggle("Uniform Scale", _src.optionalBool0); - break; - case DOTweenAnimationType.Color: - GUIEndValueColor(); - canBeRelative = false; - break; - case DOTweenAnimationType.Fade: - GUIEndValueFloat(); - if (_src.endValueFloat < 0) _src.endValueFloat = 0; - if (_src.endValueFloat > 1) _src.endValueFloat = 1; - canBeRelative = false; - break; - case DOTweenAnimationType.Text: - GUIEndValueString(); - _src.optionalBool0 = EditorGUILayout.Toggle("Rich Text Enabled", _src.optionalBool0); - _src.optionalScrambleMode = (ScrambleMode)EditorGUILayout.EnumPopup("Scramble Mode", _src.optionalScrambleMode); - _src.optionalString = EditorGUILayout.TextField(new GUIContent("Custom Scramble", "Custom characters to use in case of ScrambleMode.Custom"), _src.optionalString); - break; - case DOTweenAnimationType.PunchPosition: - case DOTweenAnimationType.PunchRotation: - case DOTweenAnimationType.PunchScale: - GUIEndValueV3(); - canBeRelative = false; - _src.optionalInt0 = EditorGUILayout.IntSlider(new GUIContent(" Vibrato", "How much will the punch vibrate"), _src.optionalInt0, 1, 50); - _src.optionalFloat0 = EditorGUILayout.Slider(new GUIContent(" Elasticity", "How much the vector will go beyond the starting position when bouncing backwards"), _src.optionalFloat0, 0, 1); - if (_src.animationType == DOTweenAnimationType.PunchPosition) _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0); - break; - case DOTweenAnimationType.ShakePosition: - case DOTweenAnimationType.ShakeRotation: - case DOTweenAnimationType.ShakeScale: - GUIEndValueV3(); - canBeRelative = false; - _src.optionalInt0 = EditorGUILayout.IntSlider(new GUIContent(" Vibrato", "How much will the shake vibrate"), _src.optionalInt0, 1, 50); - _src.optionalFloat0 = EditorGUILayout.Slider(new GUIContent(" Randomness", "The shake randomness"), _src.optionalFloat0, 0, 90); - if (_src.animationType == DOTweenAnimationType.ShakePosition) _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0); - break; - case DOTweenAnimationType.CameraAspect: - case DOTweenAnimationType.CameraFieldOfView: - case DOTweenAnimationType.CameraOrthoSize: - GUIEndValueFloat(); - canBeRelative = false; - break; - case DOTweenAnimationType.CameraBackgroundColor: - GUIEndValueColor(); - canBeRelative = false; - break; - case DOTweenAnimationType.CameraPixelRect: - case DOTweenAnimationType.CameraRect: - GUIEndValueRect(); - canBeRelative = false; - break; - } - - // Final settings - if (canBeRelative) _src.isRelative = EditorGUILayout.Toggle(" Relative", _src.isRelative); - - // Events - AnimationInspectorGUI.AnimationEvents(this, _src); - - if (GUI.changed) EditorUtility.SetDirty(_src); - } - - // Returns TRUE if the Component layout on the src gameObject changed (a Component was added or removed) - bool ComponentsChanged() - { - int prevTotComponentsOnSrc = _totComponentsOnSrc; - _totComponentsOnSrc = _src.gameObject.GetComponents<Component>().Length; - return prevTotComponentsOnSrc != _totComponentsOnSrc; - } - - // Checks if a Component that can be animated with the given animationType is attached to the src - bool Validate() - { - if (_src.animationType == DOTweenAnimationType.None) return false; - - Component srcTarget; - // First check for external plugins -#if DOTWEEN_TK2D - if (_Tk2dAnimationTypeToComponent.ContainsKey(_src.animationType)) { - foreach (Type t in _Tk2dAnimationTypeToComponent[_src.animationType]) { - srcTarget = _src.GetComponent(t); - if (srcTarget != null) { - _src.target = srcTarget; - return true; - } - } - } -#endif -#if DOTWEEN_TMP - if (_TMPAnimationTypeToComponent.ContainsKey(_src.animationType)) { - foreach (Type t in _TMPAnimationTypeToComponent[_src.animationType]) { - srcTarget = _src.GetComponent(t); - if (srcTarget != null) { - _src.target = srcTarget; - return true; - } - } - } -#endif - // Then check for regular stuff - if (_AnimationTypeToComponent.ContainsKey(_src.animationType)) { - foreach (Type t in _AnimationTypeToComponent[_src.animationType]) { - srcTarget = _src.GetComponent(t); - if (srcTarget != null) { - _src.target = srcTarget; - return true; - } - } - } - return false; - } - - DOTweenAnimationType AnimationToDOTweenAnimationType(string animation) - { - if (_datString == null) _datString = Enum.GetNames(typeof(DOTweenAnimationType)); - animation = animation.Replace("/", ""); - return (DOTweenAnimationType)(Array.IndexOf(_datString, animation)); - } - int DOTweenAnimationTypeToPopupId(DOTweenAnimationType animation) - { - return Array.IndexOf(_animationTypeNoSlashes, animation.ToString()); - } - - void GUIEndValueFloat() - { - GUILayout.BeginHorizontal(); - GUIToFromButton(); - _src.endValueFloat = EditorGUILayout.FloatField(_src.endValueFloat); - GUILayout.EndHorizontal(); - } - - void GUIEndValueColor() - { - GUILayout.BeginHorizontal(); - GUIToFromButton(); - _src.endValueColor = EditorGUILayout.ColorField(_src.endValueColor); - GUILayout.EndHorizontal(); - } - - void GUIEndValueV3() - { - GUILayout.BeginHorizontal(); - GUIToFromButton(); - _src.endValueV3 = EditorGUILayout.Vector3Field("", _src.endValueV3, GUILayout.Height(16)); - GUILayout.EndHorizontal(); - } - - void GUIEndValueString() - { - GUILayout.BeginHorizontal(); - GUIToFromButton(); - _src.endValueString = EditorGUILayout.TextArea(_src.endValueString, EditorGUIUtils.wordWrapTextArea); - GUILayout.EndHorizontal(); - } - - void GUIEndValueRect() - { - GUILayout.BeginHorizontal(); - GUIToFromButton(); - _src.endValueRect = EditorGUILayout.RectField(_src.endValueRect); - GUILayout.EndHorizontal(); - } - - void GUIToFromButton() - { - if (GUILayout.Button(_src.isFrom ? "FROM" : "TO", EditorGUIUtils.sideBtStyle, GUILayout.Width(100))) _src.isFrom = !_src.isFrom; - GUILayout.Space(16); - } - } +// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2015/03/12 16:03
+
+using System;
+using System.Collections.Generic;
+using System.IO;
+using DG.DemiEditor;
+using DG.DOTweenEditor.Core;
+using DG.Tweening;
+using DG.Tweening.Core;
+using UnityEditor;
+using UnityEngine;
+using UnityEngine.UI;
+
+#if DOTWEEN_TMP
+ using TMPro;
+#endif
+
+namespace DG.DOTweenEditor
+{
+ [CustomEditor(typeof(DOTweenAnimation))]
+ public class DOTweenAnimationInspector : ABSAnimationInspector
+ {
+ static readonly Dictionary<DOTweenAnimationType, Type[]> _AnimationTypeToComponent = new Dictionary<DOTweenAnimationType, Type[]>() {
+ { DOTweenAnimationType.Move, new[] { typeof(Rigidbody), typeof(Rigidbody2D), typeof(RectTransform), typeof(Transform) } },
+ { DOTweenAnimationType.LocalMove, new[] { typeof(Transform) } },
+ { DOTweenAnimationType.Rotate, new[] { typeof(Rigidbody), typeof(Rigidbody2D), typeof(Transform) } },
+ { DOTweenAnimationType.LocalRotate, new[] { typeof(Transform) } },
+ { DOTweenAnimationType.Scale, new[] { typeof(Transform) } },
+ { DOTweenAnimationType.Color, new[] { typeof(SpriteRenderer), typeof(Renderer), typeof(Image), typeof(Text) } },
+ { DOTweenAnimationType.Fade, new[] { typeof(SpriteRenderer), typeof(Renderer), typeof(Image), typeof(Text) } },
+ { DOTweenAnimationType.Text, new[] { typeof(Text) } },
+ { DOTweenAnimationType.PunchPosition, new[] { typeof(RectTransform), typeof(Transform) } },
+ { DOTweenAnimationType.PunchRotation, new[] { typeof(Transform) } },
+ { DOTweenAnimationType.PunchScale, new[] { typeof(Transform) } },
+ { DOTweenAnimationType.ShakePosition, new[] { typeof(RectTransform), typeof(Transform) } },
+ { DOTweenAnimationType.ShakeRotation, new[] { typeof(Transform) } },
+ { DOTweenAnimationType.ShakeScale, new[] { typeof(Transform) } },
+ { DOTweenAnimationType.CameraAspect, new[] { typeof(Camera) } },
+ { DOTweenAnimationType.CameraBackgroundColor, new[] { typeof(Camera) } },
+ { DOTweenAnimationType.CameraFieldOfView, new[] { typeof(Camera) } },
+ { DOTweenAnimationType.CameraOrthoSize, new[] { typeof(Camera) } },
+ { DOTweenAnimationType.CameraPixelRect, new[] { typeof(Camera) } },
+ { DOTweenAnimationType.CameraRect, new[] { typeof(Camera) } },
+ };
+
+#if DOTWEEN_TK2D
+ static readonly Dictionary<DOTweenAnimationType, Type[]> _Tk2dAnimationTypeToComponent = new Dictionary<DOTweenAnimationType, Type[]>() {
+ { DOTweenAnimationType.Color, new[] { typeof(tk2dBaseSprite), typeof(tk2dTextMesh) } },
+ { DOTweenAnimationType.Fade, new[] { typeof(tk2dBaseSprite), typeof(tk2dTextMesh) } },
+ { DOTweenAnimationType.Text, new[] { typeof(tk2dTextMesh) } }
+ };
+#endif
+#if DOTWEEN_TMP
+ static readonly Dictionary<DOTweenAnimationType, Type[]> _TMPAnimationTypeToComponent = new Dictionary<DOTweenAnimationType, Type[]>() {
+ { DOTweenAnimationType.Color, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } },
+ { DOTweenAnimationType.Fade, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } },
+ { DOTweenAnimationType.Text, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } }
+ };
+#endif
+
+ static readonly string[] _AnimationType = new[] {
+ "None",
+ "Move", "LocalMove",
+ "Rotate", "LocalRotate",
+ "Scale",
+ "Color", "Fade",
+ "Text",
+ "Punch/Position", "Punch/Rotation", "Punch/Scale",
+ "Shake/Position", "Shake/Rotation", "Shake/Scale",
+ "Camera/Aspect", "Camera/BackgroundColor", "Camera/FieldOfView", "Camera/OrthoSize", "Camera/PixelRect", "Camera/Rect"
+ };
+ static string[] _animationTypeNoSlashes; // _AnimationType list without slashes in values
+ static string[] _datString; // String representation of DOTweenAnimation enum (here for caching reasons)
+
+ DOTweenAnimation _src;
+ bool _runtimeEditMode; // If TRUE allows to change and save stuff at runtime
+ int _totComponentsOnSrc; // Used to determine if a Component is added or removed from the source
+
+ // ===================================================================================
+ // MONOBEHAVIOUR METHODS -------------------------------------------------------------
+
+ void OnEnable()
+ {
+ _src = target as DOTweenAnimation;
+
+ onStartProperty = base.serializedObject.FindProperty("onStart");
+ onPlayProperty = base.serializedObject.FindProperty("onPlay");
+ onUpdateProperty = base.serializedObject.FindProperty("onUpdate");
+ onStepCompleteProperty = base.serializedObject.FindProperty("onStepComplete");
+ onCompleteProperty = base.serializedObject.FindProperty("onComplete");
+
+ // Convert _AnimationType to _animationTypeNoSlashes
+ int len = _AnimationType.Length;
+ _animationTypeNoSlashes = new string[len];
+ for (int i = 0; i < len; ++i) {
+ string a = _AnimationType[i];
+ a = a.Replace("/", "");
+ _animationTypeNoSlashes[i] = a;
+ }
+ }
+
+ override public void OnInspectorGUI()
+ {
+ base.OnInspectorGUI();
+
+ GUILayout.Space(3);
+ EditorGUIUtils.SetGUIStyles();
+
+ bool playMode = Application.isPlaying;
+ _runtimeEditMode = _runtimeEditMode && playMode;
+
+ GUILayout.BeginHorizontal();
+ EditorGUIUtils.InspectorLogo();
+ GUILayout.Label(_src.animationType.ToString() + (string.IsNullOrEmpty(_src.id) ? "" : " [" + _src.id + "]"), EditorGUIUtils.sideLogoIconBoldLabelStyle);
+ // Up-down buttons
+ GUILayout.FlexibleSpace();
+ if (GUILayout.Button("▲", DeGUI.styles.button.toolIco)) UnityEditorInternal.ComponentUtility.MoveComponentUp(_src);
+ if (GUILayout.Button("▼", DeGUI.styles.button.toolIco)) UnityEditorInternal.ComponentUtility.MoveComponentDown(_src);
+ GUILayout.EndHorizontal();
+
+ if (playMode) {
+ if (_runtimeEditMode) {
+
+ } else {
+ GUILayout.Space(8);
+ GUILayout.Label("Animation Editor disabled while in play mode", EditorGUIUtils.wordWrapLabelStyle);
+ if (!_src.isActive) {
+ GUILayout.Label("This animation has been toggled as inactive and won't be generated", EditorGUIUtils.wordWrapLabelStyle);
+ GUI.enabled = false;
+ }
+ if (GUILayout.Button(new GUIContent("Activate Edit Mode", "Switches to Runtime Edit Mode, where you can change animations values and restart them"))) {
+ _runtimeEditMode = true;
+ }
+ GUILayout.Label("NOTE: when using DOPlayNext, the sequence is determined by the DOTweenAnimation Components order in the target GameObject's Inspector", EditorGUIUtils.wordWrapLabelStyle);
+ GUILayout.Space(10);
+ if (!_runtimeEditMode) return;
+ }
+ }
+
+ Undo.RecordObject(_src, "DOTween Animation");
+
+// _src.isValid = Validate(); // Moved down
+
+ EditorGUIUtility.labelWidth = 120;
+
+ if (playMode) {
+ GUILayout.Space(4);
+ DeGUILayout.Toolbar("Edit Mode Commands");
+ DeGUILayout.BeginVBox(DeGUI.styles.box.stickyTop);
+ GUILayout.BeginHorizontal();
+ if (GUILayout.Button("TogglePause")) _src.tween.TogglePause();
+ if (GUILayout.Button("Rewind")) _src.tween.Rewind();
+ if (GUILayout.Button("Restart")) _src.tween.Restart();
+ GUILayout.EndHorizontal();
+ if (GUILayout.Button("Commit changes and restart")) {
+ _src.tween.Rewind();
+ _src.tween.Kill();
+ if (_src.isValid) {
+ _src.CreateTween();
+ _src.tween.Play();
+ }
+ }
+ GUILayout.Label("To apply your changes when exiting Play mode, use the Component's upper right menu and choose \"Copy Component\", then \"Paste Component Values\" after exiting Play mode", DeGUI.styles.label.wordwrap);
+ DeGUILayout.EndVBox();
+ } else {
+ bool hasManager = _src.GetComponent<DOTweenVisualManager>() != null;
+ if (!hasManager) {
+ if (GUILayout.Button(new GUIContent("Add Manager", "Adds a manager component which allows you to choose additional options for this gameObject"))) {
+ _src.gameObject.AddComponent<DOTweenVisualManager>();
+ }
+ }
+ }
+
+ GUILayout.BeginHorizontal();
+ DOTweenAnimationType prevAnimType = _src.animationType;
+// _src.animationType = (DOTweenAnimationType)EditorGUILayout.EnumPopup(_src.animationType, EditorGUIUtils.popupButton);
+ _src.isActive = EditorGUILayout.Toggle(new GUIContent("", "If unchecked, this animation will not be created"), _src.isActive, GUILayout.Width(16));
+ GUI.enabled = _src.isActive;
+ _src.animationType = AnimationToDOTweenAnimationType(_AnimationType[EditorGUILayout.Popup(DOTweenAnimationTypeToPopupId(_src.animationType), _AnimationType)]);
+ _src.autoPlay = DeGUILayout.ToggleButton(_src.autoPlay, new GUIContent("AutoPlay", "If selected, the tween will play automatically"));
+ _src.autoKill = DeGUILayout.ToggleButton(_src.autoKill, new GUIContent("AutoKill", "If selected, the tween will be killed when it completes, and won't be reusable"));
+ GUILayout.EndHorizontal();
+ if (prevAnimType != _src.animationType) {
+ // Set default optional values based on animation type
+ switch (_src.animationType) {
+ case DOTweenAnimationType.Move:
+ case DOTweenAnimationType.LocalMove:
+ case DOTweenAnimationType.Rotate:
+ case DOTweenAnimationType.LocalRotate:
+ case DOTweenAnimationType.Scale:
+ _src.endValueV3 = Vector3.zero;
+ _src.endValueFloat = 0;
+ _src.optionalBool0 = _src.animationType == DOTweenAnimationType.Scale;
+ break;
+ case DOTweenAnimationType.Color:
+ case DOTweenAnimationType.Fade:
+ _src.endValueFloat = 0;
+ break;
+ case DOTweenAnimationType.Text:
+ _src.optionalBool0 = true;
+ break;
+ case DOTweenAnimationType.PunchPosition:
+ case DOTweenAnimationType.PunchRotation:
+ case DOTweenAnimationType.PunchScale:
+ _src.endValueV3 = _src.animationType == DOTweenAnimationType.PunchRotation ? new Vector3(0,180,0) : Vector3.one;
+ _src.optionalFloat0 = 1;
+ _src.optionalInt0 = 10;
+ _src.optionalBool0 = false;
+ break;
+ case DOTweenAnimationType.ShakePosition:
+ case DOTweenAnimationType.ShakeRotation:
+ case DOTweenAnimationType.ShakeScale:
+ _src.endValueV3 = _src.animationType == DOTweenAnimationType.ShakeRotation ? new Vector3(90,90,90) : Vector3.one;
+ _src.optionalInt0 = 10;
+ _src.optionalFloat0 = 90;
+ _src.optionalBool0 = false;
+ break;
+ case DOTweenAnimationType.CameraAspect:
+ case DOTweenAnimationType.CameraFieldOfView:
+ case DOTweenAnimationType.CameraOrthoSize:
+ _src.endValueFloat = 0;
+ break;
+ case DOTweenAnimationType.CameraPixelRect:
+ case DOTweenAnimationType.CameraRect:
+ _src.endValueRect = new Rect(0, 0, 0, 0);
+ break;
+ }
+ }
+ if (_src.animationType == DOTweenAnimationType.None) {
+ _src.isValid = false;
+ if (GUI.changed) EditorUtility.SetDirty(_src);
+ return;
+ }
+
+ if (prevAnimType != _src.animationType || ComponentsChanged()) {
+ _src.isValid = Validate();
+ }
+
+ if (!_src.isValid) {
+ GUI.color = Color.red;
+ GUILayout.BeginVertical(GUI.skin.box);
+ GUILayout.Label("No valid Component was found for the selected animation", EditorGUIUtils.wordWrapLabelStyle);
+ GUILayout.EndVertical();
+ GUI.color = Color.white;
+ if (GUI.changed) EditorUtility.SetDirty(_src);
+ return;
+ }
+
+ _src.duration = EditorGUILayout.FloatField("Duration", _src.duration);
+ if (_src.duration < 0) _src.duration = 0;
+ _src.delay = EditorGUILayout.FloatField("Delay", _src.delay);
+ if (_src.delay < 0) _src.delay = 0;
+ _src.isIndependentUpdate = EditorGUILayout.Toggle("Ignore TimeScale", _src.isIndependentUpdate);
+ _src.easeType = EditorGUIUtils.FilteredEasePopup(_src.easeType);
+ if (_src.easeType == Ease.INTERNAL_Custom) {
+ _src.easeCurve = EditorGUILayout.CurveField(" Ease Curve", _src.easeCurve);
+ }
+ _src.loops = EditorGUILayout.IntField(new GUIContent("Loops", "Set to -1 for infinite loops"), _src.loops);
+ if (_src.loops < -1) _src.loops = -1;
+ if (_src.loops > 1 || _src.loops == -1)
+ _src.loopType = (LoopType)EditorGUILayout.EnumPopup(" Loop Type", _src.loopType);
+ _src.id = EditorGUILayout.TextField("ID", _src.id);
+
+ bool canBeRelative = true;
+ // End value and eventual specific options
+ switch (_src.animationType) {
+ case DOTweenAnimationType.Move:
+ case DOTweenAnimationType.LocalMove:
+ GUIEndValueV3();
+ _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0);
+ break;
+ case DOTweenAnimationType.Rotate:
+ case DOTweenAnimationType.LocalRotate:
+ if (_src.GetComponent<Rigidbody2D>()) GUIEndValueFloat();
+ else {
+ GUIEndValueV3();
+ _src.optionalRotationMode = (RotateMode)EditorGUILayout.EnumPopup(" Rotation Mode", _src.optionalRotationMode);
+ }
+ break;
+ case DOTweenAnimationType.Scale:
+ if (_src.optionalBool0) GUIEndValueFloat();
+ else GUIEndValueV3();
+ _src.optionalBool0 = EditorGUILayout.Toggle("Uniform Scale", _src.optionalBool0);
+ break;
+ case DOTweenAnimationType.Color:
+ GUIEndValueColor();
+ canBeRelative = false;
+ break;
+ case DOTweenAnimationType.Fade:
+ GUIEndValueFloat();
+ if (_src.endValueFloat < 0) _src.endValueFloat = 0;
+ if (_src.endValueFloat > 1) _src.endValueFloat = 1;
+ canBeRelative = false;
+ break;
+ case DOTweenAnimationType.Text:
+ GUIEndValueString();
+ _src.optionalBool0 = EditorGUILayout.Toggle("Rich Text Enabled", _src.optionalBool0);
+ _src.optionalScrambleMode = (ScrambleMode)EditorGUILayout.EnumPopup("Scramble Mode", _src.optionalScrambleMode);
+ _src.optionalString = EditorGUILayout.TextField(new GUIContent("Custom Scramble", "Custom characters to use in case of ScrambleMode.Custom"), _src.optionalString);
+ break;
+ case DOTweenAnimationType.PunchPosition:
+ case DOTweenAnimationType.PunchRotation:
+ case DOTweenAnimationType.PunchScale:
+ GUIEndValueV3();
+ canBeRelative = false;
+ _src.optionalInt0 = EditorGUILayout.IntSlider(new GUIContent(" Vibrato", "How much will the punch vibrate"), _src.optionalInt0, 1, 50);
+ _src.optionalFloat0 = EditorGUILayout.Slider(new GUIContent(" Elasticity", "How much the vector will go beyond the starting position when bouncing backwards"), _src.optionalFloat0, 0, 1);
+ if (_src.animationType == DOTweenAnimationType.PunchPosition) _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0);
+ break;
+ case DOTweenAnimationType.ShakePosition:
+ case DOTweenAnimationType.ShakeRotation:
+ case DOTweenAnimationType.ShakeScale:
+ GUIEndValueV3();
+ canBeRelative = false;
+ _src.optionalInt0 = EditorGUILayout.IntSlider(new GUIContent(" Vibrato", "How much will the shake vibrate"), _src.optionalInt0, 1, 50);
+ _src.optionalFloat0 = EditorGUILayout.Slider(new GUIContent(" Randomness", "The shake randomness"), _src.optionalFloat0, 0, 90);
+ if (_src.animationType == DOTweenAnimationType.ShakePosition) _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0);
+ break;
+ case DOTweenAnimationType.CameraAspect:
+ case DOTweenAnimationType.CameraFieldOfView:
+ case DOTweenAnimationType.CameraOrthoSize:
+ GUIEndValueFloat();
+ canBeRelative = false;
+ break;
+ case DOTweenAnimationType.CameraBackgroundColor:
+ GUIEndValueColor();
+ canBeRelative = false;
+ break;
+ case DOTweenAnimationType.CameraPixelRect:
+ case DOTweenAnimationType.CameraRect:
+ GUIEndValueRect();
+ canBeRelative = false;
+ break;
+ }
+
+ // Final settings
+ if (canBeRelative) _src.isRelative = EditorGUILayout.Toggle(" Relative", _src.isRelative);
+
+ // Events
+ AnimationInspectorGUI.AnimationEvents(this, _src);
+
+ if (GUI.changed) EditorUtility.SetDirty(_src);
+ }
+
+ // Returns TRUE if the Component layout on the src gameObject changed (a Component was added or removed)
+ bool ComponentsChanged()
+ {
+ int prevTotComponentsOnSrc = _totComponentsOnSrc;
+ _totComponentsOnSrc = _src.gameObject.GetComponents<Component>().Length;
+ return prevTotComponentsOnSrc != _totComponentsOnSrc;
+ }
+
+ // Checks if a Component that can be animated with the given animationType is attached to the src
+ bool Validate()
+ {
+ if (_src.animationType == DOTweenAnimationType.None) return false;
+
+ Component srcTarget;
+ // First check for external plugins
+#if DOTWEEN_TK2D
+ if (_Tk2dAnimationTypeToComponent.ContainsKey(_src.animationType)) {
+ foreach (Type t in _Tk2dAnimationTypeToComponent[_src.animationType]) {
+ srcTarget = _src.GetComponent(t);
+ if (srcTarget != null) {
+ _src.target = srcTarget;
+ return true;
+ }
+ }
+ }
+#endif
+#if DOTWEEN_TMP
+ if (_TMPAnimationTypeToComponent.ContainsKey(_src.animationType)) {
+ foreach (Type t in _TMPAnimationTypeToComponent[_src.animationType]) {
+ srcTarget = _src.GetComponent(t);
+ if (srcTarget != null) {
+ _src.target = srcTarget;
+ return true;
+ }
+ }
+ }
+#endif
+ // Then check for regular stuff
+ if (_AnimationTypeToComponent.ContainsKey(_src.animationType)) {
+ foreach (Type t in _AnimationTypeToComponent[_src.animationType]) {
+ srcTarget = _src.GetComponent(t);
+ if (srcTarget != null) {
+ _src.target = srcTarget;
+ return true;
+ }
+ }
+ }
+ return false;
+ }
+
+ DOTweenAnimationType AnimationToDOTweenAnimationType(string animation)
+ {
+ if (_datString == null) _datString = Enum.GetNames(typeof(DOTweenAnimationType));
+ animation = animation.Replace("/", "");
+ return (DOTweenAnimationType)(Array.IndexOf(_datString, animation));
+ }
+ int DOTweenAnimationTypeToPopupId(DOTweenAnimationType animation)
+ {
+ return Array.IndexOf(_animationTypeNoSlashes, animation.ToString());
+ }
+
+ void GUIEndValueFloat()
+ {
+ GUILayout.BeginHorizontal();
+ GUIToFromButton();
+ _src.endValueFloat = EditorGUILayout.FloatField(_src.endValueFloat);
+ GUILayout.EndHorizontal();
+ }
+
+ void GUIEndValueColor()
+ {
+ GUILayout.BeginHorizontal();
+ GUIToFromButton();
+ _src.endValueColor = EditorGUILayout.ColorField(_src.endValueColor);
+ GUILayout.EndHorizontal();
+ }
+
+ void GUIEndValueV3()
+ {
+ GUILayout.BeginHorizontal();
+ GUIToFromButton();
+ _src.endValueV3 = EditorGUILayout.Vector3Field("", _src.endValueV3, GUILayout.Height(16));
+ GUILayout.EndHorizontal();
+ }
+
+ void GUIEndValueString()
+ {
+ GUILayout.BeginHorizontal();
+ GUIToFromButton();
+ _src.endValueString = EditorGUILayout.TextArea(_src.endValueString, EditorGUIUtils.wordWrapTextArea);
+ GUILayout.EndHorizontal();
+ }
+
+ void GUIEndValueRect()
+ {
+ GUILayout.BeginHorizontal();
+ GUIToFromButton();
+ _src.endValueRect = EditorGUILayout.RectField(_src.endValueRect);
+ GUILayout.EndHorizontal();
+ }
+
+ void GUIToFromButton()
+ {
+ if (GUILayout.Button(_src.isFrom ? "FROM" : "TO", EditorGUIUtils.sideBtStyle, GUILayout.Width(100))) _src.isFrom = !_src.isFrom;
+ GUILayout.Space(16);
+ }
+ }
}
\ No newline at end of file diff --git a/Assets/ThirdParty/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML b/Assets/ThirdParty/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML index ad80aef0..472ed4b5 100644 --- a/Assets/ThirdParty/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML +++ b/Assets/ThirdParty/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML @@ -1,18 +1,18 @@ -<?xml version="1.0"?> -<doc> - <assembly> - <name>DOTweenProEditor</name> - </assembly> - <members> - <member name="T:DG.DOTweenEditor.Core.ColorPalette.Custom"> - <summary> - Custom colors - </summary> - </member> - <member name="M:DG.DOTweenEditor.Core.StylePalette.Custom.Init"> - <summary> - Needs to be overridden in order to initialize new styles added from inherited classes - </summary> - </member> - </members> -</doc> +<?xml version="1.0"?>
+<doc>
+ <assembly>
+ <name>DOTweenProEditor</name>
+ </assembly>
+ <members>
+ <member name="T:DG.DOTweenEditor.Core.ColorPalette.Custom">
+ <summary>
+ Custom colors
+ </summary>
+ </member>
+ <member name="M:DG.DOTweenEditor.Core.StylePalette.Custom.Init">
+ <summary>
+ Needs to be overridden in order to initialize new styles added from inherited classes
+ </summary>
+ </member>
+ </members>
+</doc>
diff --git a/Assets/ThirdParty/Demigiant/DOTweenPro/readme.txt b/Assets/ThirdParty/Demigiant/DOTweenPro/readme.txt index 50f25c71..8c5df374 100644 --- a/Assets/ThirdParty/Demigiant/DOTweenPro/readme.txt +++ b/Assets/ThirdParty/Demigiant/DOTweenPro/readme.txt @@ -1,25 +1,25 @@ -DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant - -// GET STARTED ////////////////////////////////////////////// - -- After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version. -Do this AFTER you have imported other plugins, so they will be recognized and if DOTween has additional features for those plugins they will be imported. - -// VISUAL SCRIPTING (PRO ONLY) -- To animate a gameObject, select it and choose "Add Component > DOTween > DOTween Animation" -- To animate a gameObject along a path, select it and choose "Add Component > DOTween > DOTween Path" - -// SCRIPTING -- In your code, add "using DG.Tweening" to each class where you want to use DOTween. -- You're ready to tween. Check out the links below for full documentation and license info. - - -// LINKS /////////////////////////////////////////////////////// - -DOTween website (documentation, examples, etc): http://dotween.demigiant.com -DOTween license: http://dotween.demigiant.com/license.php -DOTween repository (Google Code): https://code.google.com/p/dotween/ - -// NOTES ////////////////////////////////////////////////////// - +DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant
+
+// GET STARTED //////////////////////////////////////////////
+
+- After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version.
+Do this AFTER you have imported other plugins, so they will be recognized and if DOTween has additional features for those plugins they will be imported.
+
+// VISUAL SCRIPTING (PRO ONLY)
+- To animate a gameObject, select it and choose "Add Component > DOTween > DOTween Animation"
+- To animate a gameObject along a path, select it and choose "Add Component > DOTween > DOTween Path"
+
+// SCRIPTING
+- In your code, add "using DG.Tweening" to each class where you want to use DOTween.
+- You're ready to tween. Check out the links below for full documentation and license info.
+
+
+// LINKS ///////////////////////////////////////////////////////
+
+DOTween website (documentation, examples, etc): http://dotween.demigiant.com
+DOTween license: http://dotween.demigiant.com/license.php
+DOTween repository (Google Code): https://code.google.com/p/dotween/
+
+// NOTES //////////////////////////////////////////////////////
+
- DOTween's Utility Panel can be found under "Tools > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences
\ No newline at end of file diff --git a/Assets/ThirdParty/Demigiant/DemiLib/DemiLib.xml b/Assets/ThirdParty/Demigiant/DemiLib/DemiLib.xml index 16204c74..99e8b59b 100644 --- a/Assets/ThirdParty/Demigiant/DemiLib/DemiLib.xml +++ b/Assets/ThirdParty/Demigiant/DemiLib/DemiLib.xml @@ -1,36 +1,36 @@ -<?xml version="1.0"?> -<doc> - <assembly> - <name>DemiLib</name> - </assembly> - <members> - <member name="F:DG.DemiLib.Core.GUIUtils.isProSkin"> - <summary> - Set when calling <code>DeGUI.BeginGUI</code> - </summary> - </member> - <member name="T:DG.DemiLib.DeColorPalette"> - <summary> - Stores a color palette, which can be passed to default DeGUI layouts when calling <code>DeGUI.BeginGUI</code>, - and changed at any time by calling <code>DeGUI.ChangePalette</code>. - You can inherit from this class to create custom color palettes with more color options. - </summary> - </member> - <member name="T:DG.DemiLib.DeColorBG"> - <summary> - Background colors - </summary> - </member> - <member name="T:DG.DemiLib.DeColorContent"> - <summary> - Content colors - </summary> - </member> - <member name="T:DG.DemiLib.DeSkinColor"> - <summary> - Contains both free and pro skins color variations, - and automatically returns the correct one when converted to Color - </summary> - </member> - </members> -</doc> +<?xml version="1.0"?>
+<doc>
+ <assembly>
+ <name>DemiLib</name>
+ </assembly>
+ <members>
+ <member name="F:DG.DemiLib.Core.GUIUtils.isProSkin">
+ <summary>
+ Set when calling <code>DeGUI.BeginGUI</code>
+ </summary>
+ </member>
+ <member name="T:DG.DemiLib.DeColorPalette">
+ <summary>
+ Stores a color palette, which can be passed to default DeGUI layouts when calling <code>DeGUI.BeginGUI</code>,
+ and changed at any time by calling <code>DeGUI.ChangePalette</code>.
+ You can inherit from this class to create custom color palettes with more color options.
+ </summary>
+ </member>
+ <member name="T:DG.DemiLib.DeColorBG">
+ <summary>
+ Background colors
+ </summary>
+ </member>
+ <member name="T:DG.DemiLib.DeColorContent">
+ <summary>
+ Content colors
+ </summary>
+ </member>
+ <member name="T:DG.DemiLib.DeSkinColor">
+ <summary>
+ Contains both free and pro skins color variations,
+ and automatically returns the correct one when converted to Color
+ </summary>
+ </member>
+ </members>
+</doc>
diff --git a/Assets/ThirdParty/Demigiant/DemiLib/Editor/DemiEditor.XML b/Assets/ThirdParty/Demigiant/DemiLib/Editor/DemiEditor.XML index b8a78924..ed9a4e5e 100644 --- a/Assets/ThirdParty/Demigiant/DemiLib/Editor/DemiEditor.XML +++ b/Assets/ThirdParty/Demigiant/DemiLib/Editor/DemiEditor.XML @@ -1,310 +1,310 @@ -<?xml version="1.0"?> -<doc> - <assembly> - <name>DemiEditor</name> - </assembly> - <members> - <member name="T:DG.DemiEditor.TextureExtensions"> - <summary> - Texture extensions - </summary> - </member> - <member name="M:DG.DemiEditor.TextureExtensions.SetFormat(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)"> - <summary> - Checks that the texture uses the correct import settings, and applies them if they're incorrect. - </summary> - </member> - <member name="T:DG.DemiEditor.DeGUI"> - <summary> - Global Demigiant GUI manager - </summary> - </member> - <member name="F:DG.DemiEditor.DeGUI.colors"> - <summary> - Default color palette - </summary> - </member> - <member name="F:DG.DemiEditor.DeGUI.styles"> - <summary> - Default style palette - </summary> - </member> - <member name="F:DG.DemiEditor.DeGUI.isProSkin"> - <summary> - TRUE if we're using the PRO skin - </summary> - </member> - <member name="M:DG.DemiEditor.DeGUI.BeginGUI(DG.DemiLib.DeColorPalette,DG.DemiEditor.DeStylePalette)"> - <summary> - Call this at the beginning of GUI methods - </summary> - <param name="guiColorPalette"></param> - </member> - <member name="M:DG.DemiEditor.DeGUI.ChangePalette(DG.DemiLib.DeColorPalette,DG.DemiEditor.DeStylePalette)"> - <summary> - Changes the active palettes to the given ones - (or resets them to the default ones if NULL) - </summary> - </member> - <member name="T:DG.DemiEditor.GUIStyleExtensions"> - <summary> - GUI extension methods - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.Clone(UnityEngine.GUIStyle,System.Object[])"> - <summary> - Clones the style and adds the given formats to it - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.Add(UnityEngine.GUIStyle,System.Object[])"> - <summary> - Adds the given formats to the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.Border(UnityEngine.GUIStyle,UnityEngine.RectOffset)"> - <summary> - Sets the border of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.Border(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)"> - <summary> - Sets the border of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.Background(UnityEngine.GUIStyle,UnityEngine.Texture2D)"> - <summary> - Sets the background of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffset(UnityEngine.GUIStyle,UnityEngine.Vector2)"> - <summary> - Sets the contentOffset of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffsetX(UnityEngine.GUIStyle,System.Single)"> - <summary> - Sets the X contentOffset of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffsetY(UnityEngine.GUIStyle,System.Single)"> - <summary> - Sets the Y contentOffset of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.Margin(UnityEngine.GUIStyle,UnityEngine.RectOffset)"> - <summary> - Sets the margin of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.Margin(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)"> - <summary> - Sets the margin of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginLeft(UnityEngine.GUIStyle,System.Int32)"> - <summary> - Sets the left margin of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginRight(UnityEngine.GUIStyle,System.Int32)"> - <summary> - Sets the right margin of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginTop(UnityEngine.GUIStyle,System.Int32)"> - <summary> - Sets the top margin of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginBottom(UnityEngine.GUIStyle,System.Int32)"> - <summary> - Sets the bottom margin of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.Padding(UnityEngine.GUIStyle,UnityEngine.RectOffset)"> - <summary> - Sets the padding of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.Padding(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)"> - <summary> - Sets the padding of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingLeft(UnityEngine.GUIStyle,System.Int32)"> - <summary> - Sets the left padding of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingRight(UnityEngine.GUIStyle,System.Int32)"> - <summary> - Sets the right padding of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingTop(UnityEngine.GUIStyle,System.Int32)"> - <summary> - Sets the top padding of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingBottom(UnityEngine.GUIStyle,System.Int32)"> - <summary> - Sets the bottom padding of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.Width(UnityEngine.GUIStyle,System.Single)"> - <summary> - Sets the Y fixedWidth of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.Height(UnityEngine.GUIStyle,System.Int32)"> - <summary> - Sets the fixedHeight of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.StretchHeight(UnityEngine.GUIStyle,System.Boolean)"> - <summary> - Sets the stretchHeight property of the style - </summary> - </member> - <member name="M:DG.DemiEditor.GUIStyleExtensions.StretchWidth(UnityEngine.GUIStyle,System.Boolean)"> - <summary> - Sets the stretchWidth property of the style - </summary> - </member> - <member name="T:DG.DemiEditor.AssemblyExtensions"> - <summary> - Assembly extensions - </summary> - </member> - <member name="M:DG.DemiEditor.AssemblyExtensions.ADBDir(System.Reflection.Assembly)"> - <summary>AssetDatabase path to the assembly directory, without final slash</summary> - </member> - <member name="T:DG.DemiEditor.DeFileUtils"> - <summary> - File utils - </summary> - </member> - <member name="F:DG.DemiEditor.DeFileUtils.ADBPathSlash"> - <summary>Path slash for AssetDatabase format</summary> - </member> - <member name="F:DG.DemiEditor.DeFileUtils.ADBPathSlashToReplace"> - <summary>Path slash to replace for AssetDatabase format</summary> - </member> - <member name="F:DG.DemiEditor.DeFileUtils.PathSlash"> - <summary>Current OS path slash</summary> - </member> - <member name="F:DG.DemiEditor.DeFileUtils.PathSlashToReplace"> - <summary>Path slash to replace on current OS</summary> - </member> - <member name="T:DG.DemiEditor.DeStylePalette"> - <summary> - Stores a GUIStyle palette, which can be passed to default DeGUI layouts when calling <code>DeGUI.BeginGUI</code>, - and changed at any time by calling <code>DeGUI.ChangePalette</code>. - You can inherit from this class to create custom GUIStyle palettes with more options. - Each of the sub-options require a public Init method to initialize the styles, which will be called via Reflection. - </summary> - </member> - <member name="M:DG.DemiEditor.DeStylePalette.Init"> - <summary> - Called automatically by <code>DeGUI.BeginGUI</code>. - Override when adding new style subclasses. - </summary> - </member> - <member name="T:DG.DemiEditor.DeStyleSubPalette"> - <summary> - Extend any custom subpalettes from this, so they will be initialized correctly - </summary> - </member> - <member name="T:DG.DemiEditor.DeGUILayout"> - <summary> - GUILayout methods - </summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUILayoutOption[])"> - <summary>Button that can be toggled on and off</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> - <summary>Button that can be toggled on and off</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> - <summary>Button that can be toggled on and off</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> - <summary>Button that can be toggled on and off</summary> - <summary>Button that can be toggled on and off</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.ToolbarFoldoutButton(System.Boolean,System.String)"> - <summary>Toolbar foldout button</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.GUILayoutOption[])"> - <summary>Button that can be toggled on and off</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> - <summary>Button that can be toggled on and off</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> - <summary>Button that can be toggled on and off</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> - <summary>Button that can be toggled on and off</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> - <summary>Button that can be toggled on and off</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> - <summary>Button that can be toggled on and off</summary> - <summary>Button that can be toggled on and off</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.GUILayoutOption[])"> - <summary>Begins an horizontal toolbar layout</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> - <summary>Begins an horizontal toolbar layout</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.Color,UnityEngine.GUILayoutOption[])"> - <summary>Begins an horizontal toolbar layout</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> - <summary>Begins an horizontal toolbar layout</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.EndToolbar"> - <summary>Ends an horizontal toolbar layout</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.GUILayoutOption[])"> - <summary>A toolbar with a label</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> - <summary>A toolbar with a label</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> - <summary>A toolbar with a label</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.Color,UnityEngine.GUILayoutOption[])"> - <summary>A toolbar with a label</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> - <summary>A toolbar with a label</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> - <summary>A toolbar with a label</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.BeginVBox(UnityEngine.GUIStyle)"> - <summary>Vertical box layout with style and color options</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.BeginVBox(System.Nullable{UnityEngine.Color},UnityEngine.GUIStyle)"> - <summary>Vertical box layout with style and color options</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.EndVBox"> - <summary>End vertical box layout</summary> - </member> - <member name="M:DG.DemiEditor.DeGUILayout.HorizontalDivider(System.Nullable{UnityEngine.Color},System.Int32,System.Int32,System.Int32)"> - <summary>Divider</summary> - </member> - <member name="T:DG.DemiEditor.DeSkinStyle"> - <summary> - Contains both free and pro skins GUIStyle variations, - and automatically returns the correct one when converted to GUIStyle - </summary> - </member> - </members> -</doc> +<?xml version="1.0"?>
+<doc>
+ <assembly>
+ <name>DemiEditor</name>
+ </assembly>
+ <members>
+ <member name="T:DG.DemiEditor.TextureExtensions">
+ <summary>
+ Texture extensions
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.TextureExtensions.SetFormat(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
+ <summary>
+ Checks that the texture uses the correct import settings, and applies them if they're incorrect.
+ </summary>
+ </member>
+ <member name="T:DG.DemiEditor.DeGUI">
+ <summary>
+ Global Demigiant GUI manager
+ </summary>
+ </member>
+ <member name="F:DG.DemiEditor.DeGUI.colors">
+ <summary>
+ Default color palette
+ </summary>
+ </member>
+ <member name="F:DG.DemiEditor.DeGUI.styles">
+ <summary>
+ Default style palette
+ </summary>
+ </member>
+ <member name="F:DG.DemiEditor.DeGUI.isProSkin">
+ <summary>
+ TRUE if we're using the PRO skin
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUI.BeginGUI(DG.DemiLib.DeColorPalette,DG.DemiEditor.DeStylePalette)">
+ <summary>
+ Call this at the beginning of GUI methods
+ </summary>
+ <param name="guiColorPalette"></param>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUI.ChangePalette(DG.DemiLib.DeColorPalette,DG.DemiEditor.DeStylePalette)">
+ <summary>
+ Changes the active palettes to the given ones
+ (or resets them to the default ones if NULL)
+ </summary>
+ </member>
+ <member name="T:DG.DemiEditor.GUIStyleExtensions">
+ <summary>
+ GUI extension methods
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.Clone(UnityEngine.GUIStyle,System.Object[])">
+ <summary>
+ Clones the style and adds the given formats to it
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.Add(UnityEngine.GUIStyle,System.Object[])">
+ <summary>
+ Adds the given formats to the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.Border(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
+ <summary>
+ Sets the border of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.Border(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">
+ <summary>
+ Sets the border of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.Background(UnityEngine.GUIStyle,UnityEngine.Texture2D)">
+ <summary>
+ Sets the background of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffset(UnityEngine.GUIStyle,UnityEngine.Vector2)">
+ <summary>
+ Sets the contentOffset of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffsetX(UnityEngine.GUIStyle,System.Single)">
+ <summary>
+ Sets the X contentOffset of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffsetY(UnityEngine.GUIStyle,System.Single)">
+ <summary>
+ Sets the Y contentOffset of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.Margin(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
+ <summary>
+ Sets the margin of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.Margin(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">
+ <summary>
+ Sets the margin of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginLeft(UnityEngine.GUIStyle,System.Int32)">
+ <summary>
+ Sets the left margin of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginRight(UnityEngine.GUIStyle,System.Int32)">
+ <summary>
+ Sets the right margin of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginTop(UnityEngine.GUIStyle,System.Int32)">
+ <summary>
+ Sets the top margin of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginBottom(UnityEngine.GUIStyle,System.Int32)">
+ <summary>
+ Sets the bottom margin of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.Padding(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
+ <summary>
+ Sets the padding of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.Padding(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">
+ <summary>
+ Sets the padding of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingLeft(UnityEngine.GUIStyle,System.Int32)">
+ <summary>
+ Sets the left padding of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingRight(UnityEngine.GUIStyle,System.Int32)">
+ <summary>
+ Sets the right padding of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingTop(UnityEngine.GUIStyle,System.Int32)">
+ <summary>
+ Sets the top padding of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingBottom(UnityEngine.GUIStyle,System.Int32)">
+ <summary>
+ Sets the bottom padding of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.Width(UnityEngine.GUIStyle,System.Single)">
+ <summary>
+ Sets the Y fixedWidth of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.Height(UnityEngine.GUIStyle,System.Int32)">
+ <summary>
+ Sets the fixedHeight of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.StretchHeight(UnityEngine.GUIStyle,System.Boolean)">
+ <summary>
+ Sets the stretchHeight property of the style
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.GUIStyleExtensions.StretchWidth(UnityEngine.GUIStyle,System.Boolean)">
+ <summary>
+ Sets the stretchWidth property of the style
+ </summary>
+ </member>
+ <member name="T:DG.DemiEditor.AssemblyExtensions">
+ <summary>
+ Assembly extensions
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.AssemblyExtensions.ADBDir(System.Reflection.Assembly)">
+ <summary>AssetDatabase path to the assembly directory, without final slash</summary>
+ </member>
+ <member name="T:DG.DemiEditor.DeFileUtils">
+ <summary>
+ File utils
+ </summary>
+ </member>
+ <member name="F:DG.DemiEditor.DeFileUtils.ADBPathSlash">
+ <summary>Path slash for AssetDatabase format</summary>
+ </member>
+ <member name="F:DG.DemiEditor.DeFileUtils.ADBPathSlashToReplace">
+ <summary>Path slash to replace for AssetDatabase format</summary>
+ </member>
+ <member name="F:DG.DemiEditor.DeFileUtils.PathSlash">
+ <summary>Current OS path slash</summary>
+ </member>
+ <member name="F:DG.DemiEditor.DeFileUtils.PathSlashToReplace">
+ <summary>Path slash to replace on current OS</summary>
+ </member>
+ <member name="T:DG.DemiEditor.DeStylePalette">
+ <summary>
+ Stores a GUIStyle palette, which can be passed to default DeGUI layouts when calling <code>DeGUI.BeginGUI</code>,
+ and changed at any time by calling <code>DeGUI.ChangePalette</code>.
+ You can inherit from this class to create custom GUIStyle palettes with more options.
+ Each of the sub-options require a public Init method to initialize the styles, which will be called via Reflection.
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeStylePalette.Init">
+ <summary>
+ Called automatically by <code>DeGUI.BeginGUI</code>.
+ Override when adding new style subclasses.
+ </summary>
+ </member>
+ <member name="T:DG.DemiEditor.DeStyleSubPalette">
+ <summary>
+ Extend any custom subpalettes from this, so they will be initialized correctly
+ </summary>
+ </member>
+ <member name="T:DG.DemiEditor.DeGUILayout">
+ <summary>
+ GUILayout methods
+ </summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUILayoutOption[])">
+ <summary>Button that can be toggled on and off</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
+ <summary>Button that can be toggled on and off</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
+ <summary>Button that can be toggled on and off</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
+ <summary>Button that can be toggled on and off</summary>
+ <summary>Button that can be toggled on and off</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.ToolbarFoldoutButton(System.Boolean,System.String)">
+ <summary>Toolbar foldout button</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.GUILayoutOption[])">
+ <summary>Button that can be toggled on and off</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
+ <summary>Button that can be toggled on and off</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
+ <summary>Button that can be toggled on and off</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
+ <summary>Button that can be toggled on and off</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
+ <summary>Button that can be toggled on and off</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
+ <summary>Button that can be toggled on and off</summary>
+ <summary>Button that can be toggled on and off</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.GUILayoutOption[])">
+ <summary>Begins an horizontal toolbar layout</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
+ <summary>Begins an horizontal toolbar layout</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.Color,UnityEngine.GUILayoutOption[])">
+ <summary>Begins an horizontal toolbar layout</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
+ <summary>Begins an horizontal toolbar layout</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.EndToolbar">
+ <summary>Ends an horizontal toolbar layout</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.GUILayoutOption[])">
+ <summary>A toolbar with a label</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
+ <summary>A toolbar with a label</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
+ <summary>A toolbar with a label</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
+ <summary>A toolbar with a label</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
+ <summary>A toolbar with a label</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
+ <summary>A toolbar with a label</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.BeginVBox(UnityEngine.GUIStyle)">
+ <summary>Vertical box layout with style and color options</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.BeginVBox(System.Nullable{UnityEngine.Color},UnityEngine.GUIStyle)">
+ <summary>Vertical box layout with style and color options</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.EndVBox">
+ <summary>End vertical box layout</summary>
+ </member>
+ <member name="M:DG.DemiEditor.DeGUILayout.HorizontalDivider(System.Nullable{UnityEngine.Color},System.Int32,System.Int32,System.Int32)">
+ <summary>Divider</summary>
+ </member>
+ <member name="T:DG.DemiEditor.DeSkinStyle">
+ <summary>
+ Contains both free and pro skins GUIStyle variations,
+ and automatically returns the correct one when converted to GUIStyle
+ </summary>
+ </member>
+ </members>
+</doc>
diff --git a/Assets/ThirdParty/Demigiant/readme_DOTweenPro.txt b/Assets/ThirdParty/Demigiant/readme_DOTweenPro.txt index 40a976f5..54c4badf 100644 --- a/Assets/ThirdParty/Demigiant/readme_DOTweenPro.txt +++ b/Assets/ThirdParty/Demigiant/readme_DOTweenPro.txt @@ -1,24 +1,24 @@ -DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant - -// GET STARTED ////////////////////////////////////////////// - -- After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version. - -// VISUAL SCRIPTING (PRO ONLY) -- To animate a gameObject, select it and choose "Add Component > DOTween > DOTween Animation" -- To animate a gameObject along a path, select it and choose "Add Component > DOTween > DOTween Path" - -// SCRIPTING -- In your code, add "using DG.Tweening" to each class where you want to use DOTween. -- You're ready to tween. Check out the links below for full documentation and license info. - - -// LINKS /////////////////////////////////////////////////////// - -DOTween website (documentation, examples, etc): http://dotween.demigiant.com -DOTween license: http://dotween.demigiant.com/license.php -DOTween repository (Google Code): https://code.google.com/p/dotween/ - -// NOTES ////////////////////////////////////////////////////// - +DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant
+
+// GET STARTED //////////////////////////////////////////////
+
+- After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version.
+
+// VISUAL SCRIPTING (PRO ONLY)
+- To animate a gameObject, select it and choose "Add Component > DOTween > DOTween Animation"
+- To animate a gameObject along a path, select it and choose "Add Component > DOTween > DOTween Path"
+
+// SCRIPTING
+- In your code, add "using DG.Tweening" to each class where you want to use DOTween.
+- You're ready to tween. Check out the links below for full documentation and license info.
+
+
+// LINKS ///////////////////////////////////////////////////////
+
+DOTween website (documentation, examples, etc): http://dotween.demigiant.com
+DOTween license: http://dotween.demigiant.com/license.php
+DOTween repository (Google Code): https://code.google.com/p/dotween/
+
+// NOTES //////////////////////////////////////////////////////
+
- DOTween's Utility Panel can be found under "Tools > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences
\ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/UMotionManual.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/UMotionManual.html index 6ab84240..a2959aec 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/UMotionManual.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/UMotionManual.html @@ -1,230 +1,230 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - UMotion Manual</title> - <link rel="stylesheet" type="text/css" href="styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="UMotionManual.html"><b><u>UMotion Manual</u></b></a></li> - -<li class="file"><a href="pages/Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="pages/GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="pages/VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="pages/GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="pages/QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="pages/Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="pages/Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="pages/Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="pages/Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="pages/Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="pages/Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="pages/Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="pages/Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="pages/Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="pages/ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="pages/ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="pages/ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="pages/ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="pages/ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="pages/ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="pages/InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="pages/InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="pages/InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="pages/InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="pages/InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="pages/Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="pages/Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="pages/HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="pages/ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="pages/MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="pages/MenuBarFile.html">File</a></li> - -<li class="file"><a href="pages/MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="pages/MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="pages/Preferences.html">Preferences</a></li> - -<li class="file"><a href="pages/ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="pages/FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="pages/MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="pages/ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="pages/ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="pages/AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="pages/RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="pages/RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="pages/DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="pages/Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="pages/Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="pages/Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="pages/Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="pages/PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="pages/ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="pages/RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="pages/IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="pages/MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="pages/Configuration.html">Configuration</a></li> - -<li class="file"><a href="pages/ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="pages/PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="pages/Tools.html">Tools</a></li> - -<li class="file"><a href="pages/Channels.html">Channels</a></li> - -<li class="file"><a href="pages/Selection.html">Selection</a></li> - -<li class="file"><a href="pages/PoseDisplay.html">Display</a></li> - -<li class="file"><a href="pages/Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="pages/Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="pages/InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="pages/ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="pages/CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="pages/Options.html">Options</a></li> - -<li class="file"><a href="pages/ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="pages/EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="pages/UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="pages/UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="pages/ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="pages/Support.html">Support / FAQ</a></li> - -<li class="file"><a href="pages/ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="pages/KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="pages/Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - UMotion Manual</title>
+ <link rel="stylesheet" type="text/css" href="styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="styles/treeview_styles.css" media="screen">
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+ <div class="headerLogo">
+ <img src="styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="UMotionManual.html"><b><u>UMotion Manual</u></b></a></li>
+
+<li class="file"><a href="pages/Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="pages/GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="pages/VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="pages/GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="pages/QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="pages/Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="pages/Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="pages/Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="pages/Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="pages/Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="pages/Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="pages/Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="pages/Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="pages/Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="pages/ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="pages/ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="pages/ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="pages/ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="pages/ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="pages/ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="pages/InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="pages/InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="pages/InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="pages/InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="pages/InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="pages/Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="pages/Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="pages/HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="pages/ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="pages/MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="pages/MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="pages/MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="pages/MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="pages/Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="pages/ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="pages/FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="pages/MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="pages/ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="pages/ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="pages/AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="pages/RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="pages/RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="pages/DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="pages/Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="pages/Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="pages/Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="pages/Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="pages/PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="pages/ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="pages/RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="pages/IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="pages/MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="pages/Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="pages/ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="pages/PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="pages/Tools.html">Tools</a></li>
+
+<li class="file"><a href="pages/Channels.html">Channels</a></li>
+
+<li class="file"><a href="pages/Selection.html">Selection</a></li>
+
+<li class="file"><a href="pages/PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="pages/Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="pages/Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="pages/InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="pages/ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="pages/CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="pages/Options.html">Options</a></li>
+
+<li class="file"><a href="pages/ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="pages/EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="pages/UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="pages/UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="pages/ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="pages/Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="pages/ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="pages/KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="pages/Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
<h1 class="headline1" id="">UMotion Manual</h1><p class="textBlock">Use UMotion to create animations right inside the Unity Editor. Animate in edit mode or during play mode.</p><p class="textBlock">This manual will help you to learn how to use UMotion. You can read it from the start to the finish, or use it as a reference. </br>There are help buttons spread across the whole UI that link to the related manual section.</p><p class="textBlock">Learn how to use UMotion by watching the <a href="pages/VideoTutorials.html" class="link">Video Tutorials</a>.</p><h2 class="headline2" id="">Compatibility</h2><p class="textBlock">UMotion is compatible with <b>Unity 2017.4 and above</b>. There may be known issues depending on the used Unity versions: <a href="pages/KnownIssues.html" class="link">Known Issues</a></p><p class="textBlock">Features with the following lable are exclusive to UMotion Professional users. <span class="professionalTag">Professional</span></p><p class="textBlock">When the Manual is asking for a <span class="keyboardKey">Context Click</span> it means a <span class="keyboardKey">right click</span> on Windows or <span class="keyboardKey">Control</span> + <span class="keyboardKey">Click</span> on Mac.</p><h2 class="headline2" id="">Abbreviations</h2><table class="themeTable"> <tr class="themeTableRow"> @@ -268,12 +268,12 @@ <td class="themeTableCell"><a href="https://blogs.unity3d.com/2014/05/26/mecanim-humanoids" class="link">Unity Blog - Mecanim Humanoids</a></td> <td class="themeTableCell">A detailed blog post about Humanoids and retargeting. A must read when working with Humanoid animations.</td> </tr> -</table><h2 class="headline2" id="">Need Help?</h2><p class="textBlock">You got stuck or think you discovered a bug? Please check out the support section of the manual: <a href="pages/Support.html" class="link">Support / FAQ</a></p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table><h2 class="headline2" id="">Need Help?</h2><p class="textBlock">You got stuck or think you discovered a bug? Please check out the support section of the manual: <a href="pages/Support.html" class="link">Support / FAQ</a></p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/AnimatedPropertiesList.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/AnimatedPropertiesList.html index d4dc6cd5..30739e99 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/AnimatedPropertiesList.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/AnimatedPropertiesList.html @@ -1,238 +1,238 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Animated Properties List</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html"><b><u>Animated Properties List</u></b></a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Animated Properties List</h1><p class="textBlock">The Animated Properties List is located at the left side of the Clip Editor. The Animated Properties List shows all animated properties that are present in the current project rig configuration. Its vertical scroll bar is linked with the Dopesheet so that every line in the list can be traced to the Dopesheet to find the related keys.</p><img src="../images/ClipEditorAnimatedPropertiesList.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
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+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Animated Properties List</title>
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+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
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+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
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+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
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+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html"><b><u>Animated Properties List</u></b></a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Animated Properties List</h1><p class="textBlock">The Animated Properties List is located at the left side of the Clip Editor. The Animated Properties List shows all animated properties that are present in the current project rig configuration. Its vertical scroll bar is linked with the Dopesheet so that every line in the list can be traced to the Dopesheet to find the related keys.</p><img src="../images/ClipEditorAnimatedPropertiesList.png" class="image"></img>
<p class="imageText">Clip Editor - Animated Properties List</p><ul class="listMain"> <li class="listItem"><span class="listText">The icon on the left of each animated property indicates the property type.</span></li> <li class="listItem"><span class="listText">The icon is followed by the bone/transform name the animated property is related to and the type of the animated property which stands after the <b>':'</b>.</span></li> <li class="listItem"><span class="listText">The orange <b>RM</b> indicates that the animated property is driven by <a href="RootMotion.html" class="link">Root Motion</a>.</span></li> <li class="listItem"><span class="listText">Thru a <span class="keyboardKey">context click</span> on the property or by <span class="keyboardKey">left clicking</span> the gear icon the settings context menu is opened.</span></li> <li class="listItem"><span class="listText">When holding <span class="keyboardKey">Alt</span> while <span class="keyboardKey">left clicking</span> on a property the appropriate bone/transform gets selected in the Scene View.</span></li> -</ul><h3 class="headline3" id="ContextMenu">Context Menu</h3><img src="../images/ClipEditorPropertyContextMenu.png" class="image"></img> +</ul><h3 class="headline3" id="ContextMenu">Context Menu</h3><img src="../images/ClipEditorPropertyContextMenu.png" class="image"></img>
<p class="imageText">Animated Property Context Menu</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">Menu Item</th> @@ -254,14 +254,14 @@ <td class="themeTableCell">Select in Scene</td> <td class="themeTableCell">Selects the appropriate bone/transform in the Scene View. </td> </tr> -</table><h3 class="headline3" id="">Warning Icon</h3><p class="textBlock">If an animated property is not available in the current selected animated GameObject it is displayed in yellow together with a warning icon.</p><img src="../images/MissingAnimatedProperty.png" class="image"></img> -<p class="imageText">Missing Animated Property</p><h2 class="headline2" id="">Animated Properties List Footer</h2><p class="textBlock">The footer of the Animated Properties List displays summary information of the current animation clip.</p><img src="../images/ClipEditorFooter.png" class="image"></img> -<p class="imageText">Footer</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table><h3 class="headline3" id="">Warning Icon</h3><p class="textBlock">If an animated property is not available in the current selected animated GameObject it is displayed in yellow together with a warning icon.</p><img src="../images/MissingAnimatedProperty.png" class="image"></img>
+<p class="imageText">Missing Animated Property</p><h2 class="headline2" id="">Animated Properties List Footer</h2><p class="textBlock">The footer of the Animated Properties List displays summary information of the current animation clip.</p><img src="../images/ClipEditorFooter.png" class="image"></img>
+<p class="imageText">Footer</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Animation.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Animation.html index a00e5838..9665491d 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Animation.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Animation.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Animation</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" checked id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html"><b><u>Animation</u></b></a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Animation</h1><p class="textBlock">Tools for adding keys to the current animation clip.</p><img src="../images/PoseEditorAnimation.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Animation</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen">
+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" checked id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html"><b><u>Animation</u></b></a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Animation</h1><p class="textBlock">Tools for adding keys to the current animation clip.</p><img src="../images/PoseEditorAnimation.png" class="image"></img>
<p class="imageText">Pose Mode - Animation</p><h2 class="headline2" id="">Key Selected</h2><p class="textBlock">Creates keys for the selected joints/transforms at the current frame. When clicked, a context menu appears providing the following options:</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">Menu Item</th> @@ -255,7 +255,7 @@ <td class="themeTableCell">Key Constraints</td> <td class="themeTableCell">Only visible if a selected joint/transform has a constraint applied.</td> </tr> -</table><h2 class="headline2" id="">Key Dialog</h2><p class="textBlock">Opens a dialog window that shows a list of all animated properties with filtering options to choose which animated properties should be keyed.</p><img src="../images/AddKeysDialog.png" class="image"></img> +</table><h2 class="headline2" id="">Key Dialog</h2><p class="textBlock">Opens a dialog window that shows a list of all animated properties with filtering options to choose which animated properties should be keyed.</p><img src="../images/AddKeysDialog.png" class="image"></img>
<p class="imageText">Add Keys Dialog Window</p><h3 class="headline3" id="">Filter</h3><p class="textBlock">When a filter is enabled (button is highlighted) the appropriate properties are visible in the list.</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">Filter</th> @@ -323,12 +323,12 @@ <td class="themeTableCell">Generate</td> <td class="themeTableCell">Automatically creates a new key or updates the value of an existing key at the current frame.</td> </tr> -</table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Channels.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Channels.html index 3ef17858..db3ed02f 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Channels.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Channels.html @@ -1,236 +1,236 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Channels</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" checked id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html"><b><u>Channels</u></b></a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
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+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Channels</title>
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+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
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+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" checked id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html"><b><u>Channels</u></b></a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
<h1 class="headline1" id="">Channels</h1><p class="textBlock">The Channels List displays all channels of the current selected joints/transforms:</p><ul class="listMain"> <li class="listItem"><span class="listText">Position channels</span></li> <li class="listItem"><span class="listText">Rotation channels</span></li> <li class="listItem"><span class="listText">Scale channels</span></li> <li class="listItem"><span class="listText">Constraint channels</span></li> -</ul><img src="../images/PoseEditorChannels.png" class="image"></img> +</ul><img src="../images/PoseEditorChannels.png" class="image"></img>
<p class="imageText">Pose Mode - Channels</p><p class="textBlock">By using the search box at the top it is possible to filter the channels of the selected joints/transforms by name. By clicking and dragging on the resize drag handle at the bottom, the size of the Channels view can be changed.</p><p class="textBlock">Channel values can be edited by using the input field or by clicking and dragging over the channel name. In some cases channels are read only (like if the rotation mode is <a href="RotationModes.html#QuaternionInterpolation" class="link">Quaternion</a> or <a href="RotationModes.html#Progressive" class="link">Progressive Quaternion</a>).</p><p class="textBlock">If a channel value is modified but not keyed, it is displayed with the <b>modified color</b> set in the <a href="Options.html" class="link">Options</a> (default: Red).</p><p class="textBlock">By right clicking on the channel name, a context menu appears with several options:</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">Menu Item</th> @@ -260,12 +260,12 @@ <td class="themeTableCell">Select Property Keys in Clip Editor</td> <td class="themeTableCell">Selects the property and all keys at the current position of the frame cursor in the Clip Editor.</td> </tr> -</table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ChildOf.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ChildOf.html index cc8a3503..714cece7 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ChildOf.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ChildOf.html @@ -1,234 +1,234 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Child-Of</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - 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</div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Child-Of <span class="professionalTag">Professional</span></h1><p class="textBlock">With the Child-Of Constraint it is possible to change the parent of a joint/transform during an animation. This is useful for <b>pick-up</b>, <b>throwing</b> or <b>gun reloading</b> animations.</p><p class="textBlock">Please note, that due to the fact that Unity uses a Vector3 for scaling, it is technically not possible for the Child-Of constraint to correctly distort a joint/transform when the parent is scaled and the child is rotated. That's why the decision was made that the scale is never updated when the new parent's scale is changing.</p><p class="textBlock">Only one Child-Of Constraint can be added per joint/transform.</p><h2 class="headline2" id="">Dealing With Spaces</h2><p class="textBlock">Whenever the parent of any object (joint or transform) is changed by using the Child-Of constraint, you need to remember that this will also change the space the object's local position and rotation values. Think of the "zero" local position/rotation. As it the local position/rotation values are relative to the parent the object will be in completely different world space position depending if the parent is changed.</p><p class="textBlock">When changing the parent within an animation (either by keying the <b>Parent</b> or the <b>IK Pinning</b> property) also the space of the object's position/rotation will change from this frame on. Thus it is necessary to key the object's new position and rotation values at the same frame. If this would not be done, the position/rotation values of the previous parent's space would be used within the new parent's space which would produce some incorrect results.</p><p class="textBlock">It is also necessary to create a key for the object's position/rotation in the previous parent's space one frame before the parent is changed. Without this key, the animation curve would gently interpolate from the last position/rotation key (which is in the previous parent's space) to the position/rotation keys in the new parent's space. This would result in values that are neither in the previous nor in the new parent's space.</p><img src="../images/IKPinning2Keys.png" class="image"></img> -<p class="imageText">Child-Of Changing Parent - 2 position/rotation keys are necessary</p><img src="../images/ChildOfSpacesCurve.png" class="image"></img> -<p class="imageText">Child-Of Changing Parent - Position curve in different spaces</p><p class="textBlock">As you can see in the above screenshots without the key on frame 5, the curve would gently interpolate from frame 0 to frame 6. Between frame 5 and 6 the spaces are changed within one frame.</p><p class="textBlock">The good news is that UMotion automatically creates these keys whenever a new parent key is created. But it is in your responsibility to keep those keys up to date. That means that whenever you move or delete the parent key you need to move or delete the position/rotation keys accordingly.</p><h3 class="headline3" id="">Updating Position/Rotation Keys</h3><p class="textBlock">When you want to update the position/rotation of the object at the frame where the parent was keyed (or one frame before) it is necessary to update also the keys that are in the other space accordingly. Therefore, right click on the <b>Parent</b> or <b>IK Pinned</b> property and click on <b>Update Position and Rotation Keys</b>. This will automatically update the corresponding position/rotation keys in the other space. If keys have been deleted they will be recreated. This context menu item is only available at the frame where the <b>Parent</b> or <b>IK Pinned</b> property has a key or one frame before.</p><img src="../images/ChildOfChannelsContext.png" class="image"></img> -<p class="imageText">Child-Of Parent Channel - Context Menu</p><p class="textBlock">When creating a parent key (that changes the current parent) and there are existing position/rotation keys at frames afterwards a dialog will automatically appear asking if the existing keys should be converted to be in the new parent's space.</p><h2 class="headline2" id="">Setup</h2><img src="../images/ChildOfConstraintSetup.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <h1 class="headline1" id="">Child-Of <span class="professionalTag">Professional</span></h1><p class="textBlock">With the Child-Of Constraint it is possible to change the parent of a joint/transform during an animation. This is useful for <b>pick-up</b>, <b>throwing</b> or <b>gun reloading</b> animations.</p><p class="textBlock">Please note, that due to the fact that Unity uses a Vector3 for scaling, it is technically not possible for the Child-Of constraint to correctly distort a joint/transform when the parent is scaled and the child is rotated. That's why the decision was made that the scale is never updated when the new parent's scale is changing.</p><p class="textBlock">Only one Child-Of Constraint can be added per joint/transform.</p><h2 class="headline2" id="">Dealing With Spaces</h2><p class="textBlock">Whenever the parent of any object (joint or transform) is changed by using the Child-Of constraint, you need to remember that this will also change the space the object's local position and rotation values. Think of the "zero" local position/rotation. As it the local position/rotation values are relative to the parent the object will be in completely different world space position depending if the parent is changed.</p><p class="textBlock">When changing the parent within an animation (either by keying the <b>Parent</b> or the <b>IK Pinning</b> property) also the space of the object's position/rotation will change from this frame on. Thus it is necessary to key the object's new position and rotation values at the same frame. If this would not be done, the position/rotation values of the previous parent's space would be used within the new parent's space which would produce some incorrect results.</p><p class="textBlock">It is also necessary to create a key for the object's position/rotation in the previous parent's space one frame before the parent is changed. Without this key, the animation curve would gently interpolate from the last position/rotation key (which is in the previous parent's space) to the position/rotation keys in the new parent's space. This would result in values that are neither in the previous nor in the new parent's space.</p><img src="../images/IKPinning2Keys.png" class="image"></img>
+<p class="imageText">Child-Of Changing Parent - 2 position/rotation keys are necessary</p><img src="../images/ChildOfSpacesCurve.png" class="image"></img>
+<p class="imageText">Child-Of Changing Parent - Position curve in different spaces</p><p class="textBlock">As you can see in the above screenshots without the key on frame 5, the curve would gently interpolate from frame 0 to frame 6. Between frame 5 and 6 the spaces are changed within one frame.</p><p class="textBlock">The good news is that UMotion automatically creates these keys whenever a new parent key is created. But it is in your responsibility to keep those keys up to date. That means that whenever you move or delete the parent key you need to move or delete the position/rotation keys accordingly.</p><h3 class="headline3" id="">Updating Position/Rotation Keys</h3><p class="textBlock">When you want to update the position/rotation of the object at the frame where the parent was keyed (or one frame before) it is necessary to update also the keys that are in the other space accordingly. Therefore, right click on the <b>Parent</b> or <b>IK Pinned</b> property and click on <b>Update Position and Rotation Keys</b>. This will automatically update the corresponding position/rotation keys in the other space. If keys have been deleted they will be recreated. This context menu item is only available at the frame where the <b>Parent</b> or <b>IK Pinned</b> property has a key or one frame before.</p><img src="../images/ChildOfChannelsContext.png" class="image"></img>
+<p class="imageText">Child-Of Parent Channel - Context Menu</p><p class="textBlock">When creating a parent key (that changes the current parent) and there are existing position/rotation keys at frames afterwards a dialog will automatically appear asking if the existing keys should be converted to be in the new parent's space.</p><h2 class="headline2" id="">Setup</h2><img src="../images/ChildOfConstraintSetup.png" class="image"></img>
<p class="imageText">Child-Of Constraint - Setup</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -256,12 +256,12 @@ <td class="themeTableCell" style="white-space: nowrap;">IK Pinned</td> <td class="themeTableCell">This property replaces the parent property when "IK Pinning Mode" was enabled. When an IK handle is pinned, it stays in position even if the rest of the model is moved. This is achieved by making the IK handle a child of the root GameObject.</td> </tr> -</table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipEditor.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipEditor.html index f6746e01..632b1a92 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipEditor.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipEditor.html @@ -1,237 +1,237 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Clip Editor</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink"><b><u>Clip Editor</u></b></a></label> <input type="checkbox" checked id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Clip Editor</h1><p class="textBlock">The Clip Editor is the main window of UMotion. It consists of the menu bar at the top, the Animated Property List on the left and the Dopesheet or Curve View (depending on the selected mode) on the right.</p><p class="textBlock">The Clip Editor can be used without the Pose Editor but in order to use the Pose Editor, the Clip Editor needs to exist in the current Unity Editor layout.</p><img src="../images/ClipEditor.png" class="image"></img> -<p class="imageText">UMotion Clip Editor</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
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+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
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+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
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+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Clip Editor</h1><p class="textBlock">The Clip Editor is the main window of UMotion. It consists of the menu bar at the top, the Animated Property List on the left and the Dopesheet or Curve View (depending on the selected mode) on the right.</p><p class="textBlock">The Clip Editor can be used without the Pose Editor but in order to use the Pose Editor, the Clip Editor needs to exist in the current Unity Editor layout.</p><img src="../images/ClipEditor.png" class="image"></img>
+<p class="imageText">UMotion Clip Editor</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipSettings.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipSettings.html index 25c21f61..a62debc6 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipSettings.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipSettings.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Clip Settings</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" checked id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html"><b><u>Clip Settings</u></b></a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Clip Settings</h1><img src="../images/ClipSettings.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Clip Settings</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen">
+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" checked id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html"><b><u>Clip Settings</u></b></a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Clip Settings</h1><img src="../images/ClipSettings.png" class="image"></img>
<p class="imageText">Clip Settings Window</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -263,12 +263,12 @@ <td class="themeTableCell">Root Transform Position (XZ) - Bake Into Pose</td> <td class="themeTableCell">Bakes the root motion x and z position into the animation. That means that when the animation loops, the character's x and z position will be reset to the starting value.</td> </tr> -</table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigDisplay.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigDisplay.html index 19dba1d3..393d45f5 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigDisplay.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigDisplay.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Display</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" checked id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html"><b><u>Display</u></b></a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Display</h1><p class="textBlock">Settings for the visualization of the rig in the Scene View. Can be used to show and hide various things.</p><img src="../images/PoseEditorDisplay.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Display</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen">
+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" checked id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html"><b><u>Display</u></b></a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Display</h1><p class="textBlock">Settings for the visualization of the rig in the Scene View. Can be used to show and hide various things.</p><img src="../images/PoseEditorDisplay.png" class="image"></img>
<p class="imageText">Config Mode - Display</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -263,12 +263,12 @@ <td class="themeTableCell" style="white-space: nowrap;">Tool Assistant</td> <td class="themeTableCell">Shows/hides the <a href="ToolAssistant.html" class="link">Tool Assistant</a>. The Tool Assistant is a small window displayed in the current selected Scene View. It provides additional information and input possibilities for the current selected tool.</td> </tr> -</table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigMode.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigMode.html index 0927a8c1..32e05b25 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigMode.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigMode.html @@ -1,238 +1,238 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Config Mode</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - 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<h1 class="headline1" id="">Config Mode</h1><p class="textBlock">The Config Mode is used to configure the animation rig of the current UMotion project. The animation rig is the "skeleton" of the animated GameObject. It consists of bones and -transforms.</p><p class="textBlock">Every bone has a joint at the start and at the end. Joints are often used in the same context as bones, as joints are just the end points of a bone.</p><img src="../images/JointBoneNamingDefinition.png" class="image"></img> -<p class="imageText">Joints / Bones</p><p class="textBlock">Bones are usually created in a 3D modeling application. In order for the bones to manipulate the mesh (i.e. the shape) of a 3D model they are <b>skinned</b>. Skinning is also done in the 3D modeling application. It is the process where vertices of the mesh are applied to a bone to define which bone should deform which part of the mesh. Custom bones can be created in UMotion, but they can't be skinned.</p><p class="textBlock">Transforms on the other hand describe the position, rotation and scale of every other object in the animated GameObjects hierarchy. As transforms are not skinned they can only affect the whole mesh but not parts of it.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +transforms.</p><p class="textBlock">Every bone has a joint at the start and at the end. Joints are often used in the same context as bones, as joints are just the end points of a bone.</p><img src="../images/JointBoneNamingDefinition.png" class="image"></img>
+<p class="imageText">Joints / Bones</p><p class="textBlock">Bones are usually created in a 3D modeling application. In order for the bones to manipulate the mesh (i.e. the shape) of a 3D model they are <b>skinned</b>. Skinning is also done in the 3D modeling application. It is the process where vertices of the mesh are applied to a bone to define which bone should deform which part of the mesh. Custom bones can be created in UMotion, but they can't be skinned.</p><p class="textBlock">Transforms on the other hand describe the position, rotation and scale of every other object in the animated GameObjects hierarchy. As transforms are not skinned they can only affect the whole mesh but not parts of it.</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Configuration.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Configuration.html index ac3088fc..6eff8454 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Configuration.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Configuration.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Configuration</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - 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<ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html"><b><u>Configuration</u></b></a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Configuration</h1><h2 class="headline2" id="ReferencePose">Reference Pose</h2><p class="textBlock">The reference pose describes the initial pose that is applied to joints/transforms when no key frames are defined. It can also be used as reference pose by the <a href="InverseKinematics.html" class="link">Inverse Kinematics Constraint</a>.</p><img src="../images/PoseEditorConfigurationRefPose.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
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+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
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+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
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+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
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+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
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+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
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+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
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+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
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+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
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+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
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+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
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+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
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+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
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+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Configuration</h1><h2 class="headline2" id="ReferencePose">Reference Pose</h2><p class="textBlock">The reference pose describes the initial pose that is applied to joints/transforms when no key frames are defined. It can also be used as reference pose by the <a href="InverseKinematics.html" class="link">Inverse Kinematics Constraint</a>.</p><img src="../images/PoseEditorConfigurationRefPose.png" class="image"></img>
<p class="imageText">Config Mode - Reference Pose</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -282,7 +282,7 @@ <td class="themeTableCell" style="white-space: nowrap;">Save Reference Pose</td> <td class="themeTableCell">Saves the current pose as reference pose. This saves all modifications.</td> </tr> -</table><h2 class="headline2" id="Properties">Properties</h2><p class="textBlock">This category allows modifying all properties of a joint/transform. Multi editing is supported (when multiple joints/transforms are selected).</p><img src="../images/PoseEditorConfigurationProperties.png" class="image"></img> +</table><h2 class="headline2" id="Properties">Properties</h2><p class="textBlock">This category allows modifying all properties of a joint/transform. Multi editing is supported (when multiple joints/transforms are selected).</p><img src="../images/PoseEditorConfigurationProperties.png" class="image"></img>
<p class="imageText">Config Mode - Properties</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -342,13 +342,13 @@ <td class="themeTableCell">Defines which properties (rotation, position and scale) should be enabled for the selected generic joint/transform. If you remove the checkmark from a property, it won't be visible in the Clip Editor anymore and it won't be included in the exported animation. This is very useful to reduce the number of animated properties of generic characters in the Clip Editor. For humanoid bones, only the rotation property is supported. Please note that this setting affects all animation clips in the current UMotion project. </td> </tr> -</table><h2 class="headline2" id="Constraints">Constraints</h2><p class="textBlock">Constraints are components that add advanced functionality to joints/transforms.</p><img src="../images/PoseModeConstraints.png" class="image"></img> -<p class="imageText">Config Mode - Constraints</p><p class="textBlock">A joint/transform needs to be selected (either in the Rig Hierarchy or in the Scene View). By clicking on the <b>Add Constraint</b> button in the Constraints tab a context menu with all different constraints is shown. The clicked constraint will then be added to the selected joint/transform.</p><p class="textBlock">Constraints usually have properties that have to be setup in Config Mode and Animated Properties that are adjusted in Pose Mode. Setup properties are applied to all clips in the project whereby Animated Properties can be keyed in every clip just like position, rotation and scale properties.</p><p class="textBlock">Constraints are only executed in Pose Mode.</p><p class="textBlock"><b>Tip:</b> Holding <span class="keyboardKey">Alt</span> while clicking on constraint's foldout arrow folds/unfolds all constraints.</p><p class="textBlock">The various constraints are covered in an own chapter: <a href="Constraints.html" class="link">Constraint System</a></p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table><h2 class="headline2" id="Constraints">Constraints</h2><p class="textBlock">Constraints are components that add advanced functionality to joints/transforms.</p><img src="../images/PoseModeConstraints.png" class="image"></img>
+<p class="imageText">Config Mode - Constraints</p><p class="textBlock">A joint/transform needs to be selected (either in the Rig Hierarchy or in the Scene View). By clicking on the <b>Add Constraint</b> button in the Constraints tab a context menu with all different constraints is shown. The clicked constraint will then be added to the selected joint/transform.</p><p class="textBlock">Constraints usually have properties that have to be setup in Config Mode and Animated Properties that are adjusted in Pose Mode. Setup properties are applied to all clips in the project whereby Animated Properties can be keyed in every clip just like position, rotation and scale properties.</p><p class="textBlock">Constraints are only executed in Pose Mode.</p><p class="textBlock"><b>Tip:</b> Holding <span class="keyboardKey">Alt</span> while clicking on constraint's foldout arrow folds/unfolds all constraints.</p><p class="textBlock">The various constraints are covered in an own chapter: <a href="Constraints.html" class="link">Constraint System</a></p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Constraints.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Constraints.html index e7721543..10c19e20 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Constraints.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Constraints.html @@ -1,236 +1,236 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Constraint System</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - 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<ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink"><b><u>Constraint System</u></b></a></label> <input type="checkbox" checked id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Constraint System</h1><p class="textBlock">Constraints are powerful components which add advanced functionality to joints and transforms. Each component is described in its own sub-chapter.</p><h2 class="headline2" id="">Adding Constraints</h2><p class="textBlock">Constraints can be added to any joint/transform in Config Mode (see <a href="ConfigMode.html#Constraints" class="link">Config Mode - Constraints</a>)</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
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+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
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+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
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+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
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+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
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+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
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+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
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+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
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+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
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+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
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+
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+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
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+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Constraint System</h1><p class="textBlock">Constraints are powerful components which add advanced functionality to joints and transforms. Each component is described in its own sub-chapter.</p><h2 class="headline2" id="">Adding Constraints</h2><p class="textBlock">Constraints can be added to any joint/transform in Config Mode (see <a href="ConfigMode.html#Constraints" class="link">Config Mode - Constraints</a>)</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
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+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Credits.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Credits.html index e55f10b3..6a5ce8f2 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Credits.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Credits.html @@ -1,230 +1,230 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Credits</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - 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+ <p class="versionText">Version: <b>1.22p03</b> </p>
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+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
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+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
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+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
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+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
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+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
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+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
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+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
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+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
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+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
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+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
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+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
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+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
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+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
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+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
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+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
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+<li class="file"><a href="Layers.html">Layers</a></li>
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+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
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+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
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+<li class="file"><a href="Configuration.html">Configuration</a></li>
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+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
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+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
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+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
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+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
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+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
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+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
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+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
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+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
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+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
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+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
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+<li class="file"><a href="Credits.html"><b><u>Credits</u></b></a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
<h1 class="headline1" id="">Credits</h1><p class="textBlock">UMotion was brought to you by Peter Soxberger.</p><img src="../images/SoxwareLogo.png" class="imageNoBorder"></img></br></br></br></br><h2 class="headline2" id="">Special thanks to:</h2><p class="textBlock">A project like this wouldn't be possible with the help of gifted people. I want to thank everybody who helped me making this software reality:</br></br></p><p class="textBlock">Sonny (aka Mecanim.Dev) Myette </br></br>David Green (<a href="http://www.beebyte.co.uk/" class="link">Beebyte</a>) </br></br>Pärtel Lange (<a href="http://root-motion.com/" class="link">Rootmotion</a>) @@ -267,12 +267,12 @@ </br>OF THE POSSIBILITY OF SUCH DAMAGE. </p><h2 class="headline2" id="">Autodesk® FBX®</h2><p class="textBlock">This software contains Autodesk® FBX® code developed by Autodesk, Inc. Copyright 2018 Autodesk, Inc. All rights, reserved. Such code is provided “as is” and Autodesk, Inc. disclaims any and all warranties, whether express or implied, including without limitation the implied warranties of merchantability, fitness for a particular purpose or non-infringement of third party rights. In no event shall Autodesk, Inc. be liable for any direct, indirect, incidental, special, exemplary, or consequential damages (including, but not limited to, procurement of substitute goods or services; loss of use, data, or profits; or business interruption) however caused and on any theory of liability, whether in contract, strict liability, or tort (including negligence or otherwise) arising in any way out of such code.</p><h2 class="headline2" id="">Eigen</h2><p class="textBlock">This software is using Eigen, a lightweight C++ template library for linear algebra. The source code of Eigen is subject to the terms of the Mozilla Public Lisense v. 2.0. </br>You can optian a copy of the MPL at: <a href="http://mozilla.org/MPL/2.0/" class="link">http://mozilla.org/MPL/2.0/</a>. -</br>You can optain a copy of the Eigen source code at: <a href="http://eigen.tuxfamily.org/" class="link">http://eigen.tuxfamily.org/</a>.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</br>You can optain a copy of the Eigen source code at: <a href="http://eigen.tuxfamily.org/" class="link">http://eigen.tuxfamily.org/</a>.</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
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+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Curves.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Curves.html index bb352472..7528b635 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Curves.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Curves.html @@ -1,242 +1,242 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Curves View</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" checked id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html"><b><u>Curves View</u></b></a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Curves View</h1><img src="../images/ClipEditorCurveView.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Curves View</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen">
+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" checked id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html"><b><u>Curves View</u></b></a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Curves View</h1><img src="../images/ClipEditorCurveView.png" class="image"></img>
<p class="imageText">Curves View with 2 selected properties</p><p class="textBlock">The Curves View displays the curves of a selected animated property. It is also possible to select multiple animated properties.</p><p class="textBlock">The selected animated properties automatically expand in the animated properties list showing all channels that are related to the specific property.</p><ul class="listMain"> <li class="listItem"><span class="listText">The current value of each channel is displayed at the right side.</span></li> <li class="listItem"><span class="listText">The color of the curve is displayed before the channel name.</span></li> <li class="listItem"><span class="listText">By clicking the eye symbol, a channel can be shown/hidden in the Curves View.</span></li> -</ul><p class="textBlock">Selected keys can be dragged making it possible to change the frame and value of a key. When holding <span class="keyboardKey">SHIFT</span> while dragging a key only the value is changed. When holding <span class="keyboardKey">ALT</span> while dragging only the key's frame is changed.</p><p class="textBlock">If the <b>Chain Neighbor Keys</b> option is selected in the <a href="ProjectSettings.html" class="link">Project Settings</a> (enabled by default), the following operations are always executed for every key at the same frame of every channel: Dragging along the time/frame axis, copy, cut, paste, delete and insert.</p><p class="textBlock">If an animated property is set to <a href="RotationModes.html#QuaternionInterpolation" class="link">Quaternion Interpolation</a> the key's values can't be edited. It is possible to manipulate the tangents, but it's strongly recommended to keep the tangent mode the same for every channel at the same frame. Also the Free mode should not be used as it will produce unexpected rotations.</p><p class="textBlock">Depending on the current tangent mode of the key the tangent handle may be available. By clicking and dragging the white dot on the tangent handle, it is possible to manipulate the left/right tangent of the key. That way it is possible to for example smooth the movement between two keys.</p><img src="../images/CurvesViewTangentHandle.png" class="image"></img> -<p class="imageText">Tangent Handle</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul><p class="textBlock">Selected keys can be dragged making it possible to change the frame and value of a key. When holding <span class="keyboardKey">SHIFT</span> while dragging a key only the value is changed. When holding <span class="keyboardKey">ALT</span> while dragging only the key's frame is changed.</p><p class="textBlock">If the <b>Chain Neighbor Keys</b> option is selected in the <a href="ProjectSettings.html" class="link">Project Settings</a> (enabled by default), the following operations are always executed for every key at the same frame of every channel: Dragging along the time/frame axis, copy, cut, paste, delete and insert.</p><p class="textBlock">If an animated property is set to <a href="RotationModes.html#QuaternionInterpolation" class="link">Quaternion Interpolation</a> the key's values can't be edited. It is possible to manipulate the tangents, but it's strongly recommended to keep the tangent mode the same for every channel at the same frame. Also the Free mode should not be used as it will produce unexpected rotations.</p><p class="textBlock">Depending on the current tangent mode of the key the tangent handle may be available. By clicking and dragging the white dot on the tangent handle, it is possible to manipulate the left/right tangent of the key. That way it is possible to for example smooth the movement between two keys.</p><img src="../images/CurvesViewTangentHandle.png" class="image"></img>
+<p class="imageText">Tangent Handle</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html index 300208c4..60a0bc41 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html @@ -1,236 +1,236 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Custom Property</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - 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<h1 class="headline1" id="">Custom Property</h1><p class="textBlock">The Custom Property makes it possible to add new properties to a joint/transform. It has 3 different operating modes:</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="CustomProperty.html#Controller" class="link">Controller</a></span></li> <li class="listItem"><span class="listText"><a href="CustomProperty.html#ComponentProperty" class="link">Component Property</a></span></li> <li class="listItem"><span class="listText"><a href="CustomProperty.html#AnimatorParameter" class="link">Animator Parameter</a></span></li> -</ul><p class="textBlock">Custom Properties appear in the Clip Editor's <a href="AnimatedPropertiesList.html" class="link">Animated Properties List</a> and in the Pose Editor's <a href="Channels.html" class="link">Channels List</a>. They can be keyed like any other property. Custom Properties can be constrained, meaning that the input value can be limited to a minimum and maximum value. A constrained property is displayed with a slider in the Channels List.</p><p class="textBlock">Multiple Custom Property Constraints can be added per joint/transform but the name must be unique within the same joint/transform.</p><p class="textBlock"><b>Tip:</b> Most settings of the Custom Property Constraint have the option to be mass applied. <span class="keyboardKey">context click</span> on a setting to open a context menu that provides the option to mass apply the settings current value to all currently selected Custom Property Constraints.</p><img src="../images/CustomPropertyConstraintMassApply.png" class="image"></img> -<p class="imageText">Apply setting to all</p><h2 class="headline2" id="Controller">Controller</h2><p class="textBlock">In this operating mode a Custom Property is like a remote control. It can control one or multiple existing properties. This allows to give existing properties more speaking names and simplifies animating as multiple properties can be controlled at the same time (useful when e.g. all <b>FK/IK Blend</b> properties should be controlled at the same time).</p><p class="textBlock">By enabling scaling the Custom Property can have an input value of e.g. -1 ... 0 and scale it to -45 ... 45 for the driven property. Only predefined floating point value typed properties can be driven.</p><p class="textBlock">The driven property is set to read only. It can't be manipulated with a <a href="Tools.html" class="link">Pose Editor Tool</a> or in the <a href="Curves.html" class="link">Curves View</a> of the Clip Editor.</p><h3 class="headline3" id="">Setup</h3><img src="../images/CustomPropertyConstraintControllerSetup.png" class="image"></img> +</ul><p class="textBlock">Custom Properties appear in the Clip Editor's <a href="AnimatedPropertiesList.html" class="link">Animated Properties List</a> and in the Pose Editor's <a href="Channels.html" class="link">Channels List</a>. They can be keyed like any other property. Custom Properties can be constrained, meaning that the input value can be limited to a minimum and maximum value. A constrained property is displayed with a slider in the Channels List.</p><p class="textBlock">Multiple Custom Property Constraints can be added per joint/transform but the name must be unique within the same joint/transform.</p><p class="textBlock"><b>Tip:</b> Most settings of the Custom Property Constraint have the option to be mass applied. <span class="keyboardKey">context click</span> on a setting to open a context menu that provides the option to mass apply the settings current value to all currently selected Custom Property Constraints.</p><img src="../images/CustomPropertyConstraintMassApply.png" class="image"></img>
+<p class="imageText">Apply setting to all</p><h2 class="headline2" id="Controller">Controller</h2><p class="textBlock">In this operating mode a Custom Property is like a remote control. It can control one or multiple existing properties. This allows to give existing properties more speaking names and simplifies animating as multiple properties can be controlled at the same time (useful when e.g. all <b>FK/IK Blend</b> properties should be controlled at the same time).</p><p class="textBlock">By enabling scaling the Custom Property can have an input value of e.g. -1 ... 0 and scale it to -45 ... 45 for the driven property. Only predefined floating point value typed properties can be driven.</p><p class="textBlock">The driven property is set to read only. It can't be manipulated with a <a href="Tools.html" class="link">Pose Editor Tool</a> or in the <a href="Curves.html" class="link">Curves View</a> of the Clip Editor.</p><h3 class="headline3" id="">Setup</h3><img src="../images/CustomPropertyConstraintControllerSetup.png" class="image"></img>
<p class="imageText">Custom Property Constraint - Controller Setup</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -269,7 +269,7 @@ <li class="listItem"><span class="listText">Animating the collider size (e.g. reducing the height while crouching)</span></li> <li class="listItem"><span class="listText">Animating a Light component's intensity property for a gun fire animation</span></li> <li class="listItem"><span class="listText">...</span></li> -</ul><p class="textBlock">A property of a component (or a blend shape) can only be animated by a single Custom Property. The Custom Property can be attached to a completely different joint/transform than the component that should be animated.</p><p class="textBlock">Before importing animation clips that contain curves for blend shapes or component properties, a Custom Property for these properties needs to be configured. Curves where no related Custom Property can be found won't be imported.</p><h3 class="headline3" id="">Blend Shapes</h3><p class="textBlock">When a new project is created and a Game Object is applied to the Pose Editor for the first time, UMotion can automatically create Custom Properties for all blend shapes of that GameObject (if the user accepts that in the appearing dialog window).</p><p class="textBlock">For existing projects it might be necessary to manually add blend shapes. Therefore add a new Custom Property constraint using the component Property mode to a desired joint/transform. As "Object" the transform that has the "Skinned Mesh Renderer" attached needs to be selected. Select "Skinned Mesh Renderer / Blend Shape / <your blend shape name>" as property and your done.</p><h3 class="headline3" id="">Setup</h3><img src="../images/CustomPropertyConstraintComponentPropertySetup.png" class="image"></img> +</ul><p class="textBlock">A property of a component (or a blend shape) can only be animated by a single Custom Property. The Custom Property can be attached to a completely different joint/transform than the component that should be animated.</p><p class="textBlock">Before importing animation clips that contain curves for blend shapes or component properties, a Custom Property for these properties needs to be configured. Curves where no related Custom Property can be found won't be imported.</p><h3 class="headline3" id="">Blend Shapes</h3><p class="textBlock">When a new project is created and a Game Object is applied to the Pose Editor for the first time, UMotion can automatically create Custom Properties for all blend shapes of that GameObject (if the user accepts that in the appearing dialog window).</p><p class="textBlock">For existing projects it might be necessary to manually add blend shapes. Therefore add a new Custom Property constraint using the component Property mode to a desired joint/transform. As "Object" the transform that has the "Skinned Mesh Renderer" attached needs to be selected. Select "Skinned Mesh Renderer / Blend Shape / <your blend shape name>" as property and your done.</p><h3 class="headline3" id="">Setup</h3><img src="../images/CustomPropertyConstraintComponentPropertySetup.png" class="image"></img>
<p class="imageText">Custom Property Constraint - Component Property Setup</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -299,7 +299,7 @@ <td class="themeTableCell" style="white-space: nowrap;">Input Min/Max</td> <td class="themeTableCell">Only visible when Constrain Input is enabled. Defines the input range of the Custom Property.</td> </tr> -</table><h2 class="headline2" id="AnimatorParameter">Animator Parameter</h2><p class="textBlock">In this operating mode a Custom Property is used to animate the value of a <a href="https://docs.unity3d.com/Manual/AnimationParameters.html" class="link">Parameter of an Animator Controller</a>. This is similar as if an animation curve is added in the model import settings (see <a href="https://docs.unity3d.com/Manual/AnimationCurvesOnImportedClips.html" class="link">Animation Curves on Imported Clips - Unity Manual</a>).</p><h3 class="headline3" id="">Setup</h3><img src="../images/CustomPropertyConstraintAnimatorParameterSetup.png" class="image"></img> +</table><h2 class="headline2" id="AnimatorParameter">Animator Parameter</h2><p class="textBlock">In this operating mode a Custom Property is used to animate the value of a <a href="https://docs.unity3d.com/Manual/AnimationParameters.html" class="link">Parameter of an Animator Controller</a>. This is similar as if an animation curve is added in the model import settings (see <a href="https://docs.unity3d.com/Manual/AnimationCurvesOnImportedClips.html" class="link">Animation Curves on Imported Clips - Unity Manual</a>).</p><h3 class="headline3" id="">Setup</h3><img src="../images/CustomPropertyConstraintAnimatorParameterSetup.png" class="image"></img>
<p class="imageText">Custom Property Constraint - Animator Parameter Setup</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -317,12 +317,12 @@ <td class="themeTableCell">Input Min/Max</td> <td class="themeTableCell">Only visible when <b>Constrain Input</b> is enabled. Defines the input range of the Custom Property.</td> </tr> -</table><h2 class="headline2" id="">Tip: Boolean Curves</h2><p class="textBlock">If the Custom Property constraint is used as a <b>Component Property</b> or <b>Animator Parameter</b> it can also be used for animating Boolean properties/parameters. The curve will be displayed like any other float curve inside UMotion. When applied to the property/parameter it is evaluated as "false" if the value equals 0 and "true" if it equals any non-zero value. For simplicity it is recommended to use 0 (= false) and 1 (= true) exclusively as key values inside UMotion. It's also recommended to use the tangent mode "Constant" for all keys of Boolean curves.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table><h2 class="headline2" id="">Tip: Boolean Curves</h2><p class="textBlock">If the Custom Property constraint is used as a <b>Component Property</b> or <b>Animator Parameter</b> it can also be used for animating Boolean properties/parameters. The curve will be displayed like any other float curve inside UMotion. When applied to the property/parameter it is evaluated as "false" if the value equals 0 and "true" if it equals any non-zero value. For simplicity it is recommended to use 0 (= false) and 1 (= true) exclusively as key values inside UMotion. It's also recommended to use the tangent mode "Constant" for all keys of Boolean curves.</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Dopesheet.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Dopesheet.html index 8114d0f1..4202f1bc 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Dopesheet.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Dopesheet.html @@ -1,236 +1,236 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Dopesheet</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - 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</div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Dopesheet</h1><p class="textBlock">The Dopesheet is split into two sections. The upper section is used by the <b>Animation Events</b> and by the <b>Master Keys</b>. The lower and bigger section shows the keys of every Animated Property.</p><img src="../images/Dopesheet.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" checked id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html"><b><u>Dopesheet</u></b></a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Dopesheet</h1><p class="textBlock">The Dopesheet is split into two sections. The upper section is used by the <b>Animation Events</b> and by the <b>Master Keys</b>. The lower and bigger section shows the keys of every Animated Property.</p><img src="../images/Dopesheet.png" class="image"></img>
<p class="imageText">Dopesheet</p><h2 class="headline2" id="AnimationEvents">Animation Events</h2><p class="textBlock">If there are animation events in the current clip they are displayed at the very top of the Dopesheet. They are also visible in the Curves View.</p><ul class="listMain"> <li class="listItem"><span class="listText">Animation events are triggered when the animation playback time passes the frame of the animation event (only in game). For every function assigned to the animation event a call is sent via a <b>SendMessage</b> style mechanism to all components of the animated GameObjects (see <a href="https://docs.unity3d.com/Manual/animeditor-AnimationEvents.html" class="link">Unity Manual - Animation Events</a>).</span></li> <li class="listItem"><span class="listText">Animation events are displayed with a flag icon and a number in it. The number indicates the number of functions applied to the animation event.</span></li> <li class="listItem"><span class="listText">If a warning symbol appears next to the flag icon, there is a problem with one of the event functions. When the mouse hovers the flag icon a tooltip is displayed that provides a detailed error message.</span></li> -</ul><p class="textBlock">By double clicking on the flag icon, a dialog window appears that allows editing the assigned event functions. There can only be one animation event per frame. If another animation event is dragged to the same frame, both animation events are merged into a single one (with multiple functions).</p><img src="../images/AnimationEventDialog.png" class="image"></img> +</ul><p class="textBlock">By double clicking on the flag icon, a dialog window appears that allows editing the assigned event functions. There can only be one animation event per frame. If another animation event is dragged to the same frame, both animation events are merged into a single one (with multiple functions).</p><img src="../images/AnimationEventDialog.png" class="image"></img>
<p class="imageText">Animation Events Dialog</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -260,12 +260,12 @@ <td class="themeTableCell" style="white-space: nowrap;">Add New</td> <td class="themeTableCell">Adds an additional function to the animation event.</td> </tr> -</table><h2 class="headline2" id="">Master Keys</h2><p class="textBlock">The master keys are displayed above all other keys. At each frame where at least one key is present, a master key is drawn. If a master key is selected, all keys at this frame are selected. Any operation performed on the master key influences all keys at the same frame (e.g. dragging, copy, delete,...). Master keys are only shown in the Dopesheet.</p><h2 class="headline2" id="">Keys Per Animated Property</h2><p class="textBlock">The main part shows all keys per animated property. Each line in the window corresponds to the animated property shown in the list to the left.</p><p class="textBlock">Keys are connected by a dark line. The line helps to identify if there is any key after the current one (especially useful when zoomed in). If multiple keys are selected, the line between those keys is highlighted.</p><p class="textBlock">Selected keys can be dragged to change the frame of the keys. The Dopesheet draws a key for an animated property if there is at least one key in any of its channels at the related frame. Manipulating a key in the Dopesheet will always manipulate all channel keys at the same frame. It is not possible to change a key's value in the Dopesheet.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table><h2 class="headline2" id="">Master Keys</h2><p class="textBlock">The master keys are displayed above all other keys. At each frame where at least one key is present, a master key is drawn. If a master key is selected, all keys at this frame are selected. Any operation performed on the master key influences all keys at the same frame (e.g. dragging, copy, delete,...). Master keys are only shown in the Dopesheet.</p><h2 class="headline2" id="">Keys Per Animated Property</h2><p class="textBlock">The main part shows all keys per animated property. Each line in the window corresponds to the animated property shown in the list to the left.</p><p class="textBlock">Keys are connected by a dark line. The line helps to identify if there is any key after the current one (especially useful when zoomed in). If multiple keys are selected, the line between those keys is highlighted.</p><p class="textBlock">Selected keys can be dragged to change the frame of the keys. The Dopesheet draws a key for an animated property if there is at least one key in any of its channels at the related frame. Manipulating a key in the Dopesheet will always manipulate all channel keys at the same frame. It is not possible to change a key's value in the Dopesheet.</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/DopesheetCurves.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/DopesheetCurves.html index fc05467d..66e55012 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/DopesheetCurves.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/DopesheetCurves.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Dopesheet / Curves View</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - 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-<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - 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</div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Dopesheet / Curves View</h1><h2 class="headline2" id="TimeRuler">Time Ruler</h2><img src="../images/ClipEditorTimeRuler.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink"><b><u>Dopesheet / Curves View</u></b></a></label> <input type="checkbox" checked id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Dopesheet / Curves View</h1><h2 class="headline2" id="TimeRuler">Time Ruler</h2><img src="../images/ClipEditorTimeRuler.png" class="image"></img>
<p class="imageText">Time Ruler</p><p class="textBlock">The <b>Timer Ruler</b> units are frames. Units are labeled in the following format <b>second:frame</b> for example <b>1:20</b> stands for 1 second and 20 frames. When the framerate is 30 frames per second as in the screenshot above a new second starts after 30 frames (0:29 ➔ 1:00).</p><h3 class="headline3" id="">Time Ruler Navigation</h3><ul class="listMain"> <li class="listItem"><span class="listText"> The green arrow is the frame cursor. The animated GameObject always previews the animation pose of the current frame cursor position. @@ -379,12 +379,12 @@ <td class="themeTableCell" style="white-space: nowrap;">Select and Set Frame Cursor</td> <td class="themeTableCell">Selects the clicked key and moves the frame cursor to the key's position. Very useful for tweaking/polishing animations (especially when using this function's shortcut <span class="keyboardKey">ALT</span> + <span class="keyboardKey">Left Mouse Button</span>).</td> </tr> -</table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/EditInPlayMode.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/EditInPlayMode.html index 46159d2b..e6cfcfce 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/EditInPlayMode.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/EditInPlayMode.html @@ -1,241 +1,241 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Edit In Play Mode</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html"><b><u>Edit In Play Mode</u></b></a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
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+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
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+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
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+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
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+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html"><b><u>Edit In Play Mode</u></b></a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
<h1 class="headline1" id="">Edit In Play Mode</h1><p class="textBlock">UMotion can be used during <b>edit mode</b> and during <b>play mode</b>. Editing animations during play mode has great advantages in most situations:</p><ul class="listMain"> <li class="listItem"><span class="listText">As the animation can be tested in the same situation as it is going to be used, the number of iterations is greatly reduced.</span></li> <li class="listItem"><span class="listText">It's easy to fine tune animations to make them fit perfectly into the game situation and the scene geometry.</span></li> -</ul><p class="textBlock">To use UMotion during play mode, hit the <b>Pause Button</b> to pause the game.</p><p class="textBlock">UMotion can now be used like in edit mode by opening a project and selecting an animated GameObject from the current scene with the Pose Editor. This will modify the GameObject, but once Playing is continued, its original state is restored.</p><img src="../images/PlayModeButtons.png" class="image"></img> -<p class="imageText">Play Mode Buttons</p><p class="textBlock">All changes done during play mode are stored in the UMotion project.</p><p class="textBlock">After the animation was edited in UMotion, it needs to be exported by clicking at <b>File ➔ Export All Clips</b>. This will automatically update the previously exported clips. The new clips will be immediately used in the current play session.</p><img src="../images/ClipEditorExportAllClips.png" class="image"></img> -<p class="imageText">Export All Clips</p><p class="textBlock">To continue playing, click on the Pause Button again.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul><p class="textBlock">To use UMotion during play mode, hit the <b>Pause Button</b> to pause the game.</p><p class="textBlock">UMotion can now be used like in edit mode by opening a project and selecting an animated GameObject from the current scene with the Pose Editor. This will modify the GameObject, but once Playing is continued, its original state is restored.</p><img src="../images/PlayModeButtons.png" class="image"></img>
+<p class="imageText">Play Mode Buttons</p><p class="textBlock">All changes done during play mode are stored in the UMotion project.</p><p class="textBlock">After the animation was edited in UMotion, it needs to be exported by clicking at <b>File ➔ Export All Clips</b>. This will automatically update the previously exported clips. The new clips will be immediately used in the current play session.</p><img src="../images/ClipEditorExportAllClips.png" class="image"></img>
+<p class="imageText">Export All Clips</p><p class="textBlock">To continue playing, click on the Pause Button again.</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ExportingAnimationsFAQ.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ExportingAnimationsFAQ.html index c236ad09..a88728af 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ExportingAnimationsFAQ.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ExportingAnimationsFAQ.html @@ -1,230 +1,230 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Exporting Animations FAQ</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - 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+ <p class="versionText">Version: <b>1.22p03</b> </p>
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+ <div class="leftContent">
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+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
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+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
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+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
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+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
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+
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+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
<h1 class="headline1" id="">Exporting Animations FAQ</h1><p class="textBlock">Unity's animation system is a rather complex system that faces you with lots of configuration possibilities. Wrong settings/configurations can make animations exported from UMotion look differently to how they looked inside UMotion or even stop them from playing correctly. Check out the following most common issues and how to fix them:</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="#fbxHumanoidIssue" class="link">Exported humanoid *.fbx looks wrong</a></span></li> <li class="listItem"><span class="listText"><a href="#rootMotionIssues" class="link">Issues with root motion</a></span></li> @@ -232,11 +232,11 @@ <li class="listItem"><span class="listText"><a href="#fbxJitter" class="link">Exported *.fbx has noticable jitter</a></span></li> <li class="listItem"><span class="listText"><a href="#ikPinningJitter" class="link">IK pinned hand/foot jitter's in the exported animation</a></span></li> <li class="listItem"><span class="listText"><a href="#animSize" class="link">The exported *.anim file size is quite huge</a></span></li> -</ul><p class="textBlock">Please contact the <a href="support.html" class="link">Support</a> if none of the solutions work for you.</p><h2 class="headline2" id="fbxHumanoidIssue">Exported humanoid *.fbx looks wrong</h2><p class="textBlock">This usually happens when you exported an animation to *.fbx (e.g. the "IKPullupAnimation" animation from the examples) and configured the exported animation to humanoid. When playing the animation, it looks different to the original animation:</p><img src="../images/ExportFbxCommonIssue.png" class="image"></img> +</ul><p class="textBlock">Please contact the <a href="support.html" class="link">Support</a> if none of the solutions work for you.</p><h2 class="headline2" id="fbxHumanoidIssue">Exported humanoid *.fbx looks wrong</h2><p class="textBlock">This usually happens when you exported an animation to *.fbx (e.g. the "IKPullupAnimation" animation from the examples) and configured the exported animation to humanoid. When playing the animation, it looks different to the original animation:</p><img src="../images/ExportFbxCommonIssue.png" class="image"></img>
<p class="imageText">Exporting "IKPullupAnimation" to *.fbx</p><p class="textBlock">This happens when the humanoid avatar isn't configured correctly. There are several solutions:</p><ul class="listMain"> <li class="listItem"><span class="listText"> Use the <b>avatar of the original character</b>: - </br><img src="../images/ExportFbxIssueCopyAvatar.png" class="image"></img> + </br><img src="../images/ExportFbxIssueCopyAvatar.png" class="image"></img>
<p class="imageText">Inspector of the exported *.fbx</p> Depending on the original character's *.fbx this solution might not work (please choose a different one). </span></li> @@ -249,11 +249,11 @@ </span></li> <li class="listItem"><span class="listText"> You can also <b>manually correct the avatar</b> configuration of your exported *.fbx files. This can introduce some small errors (depending on how well the T-Pose is configured, more on that later). Choose "Create From This Model" for the "Avatar Definition" setting. Click on Apply. Then click on "Configure" to open Unity's avatar configuration editor. - </br><img src="../images/ExportFbxIssueConfigure.png" class="image"></img> + </br><img src="../images/ExportFbxIssueConfigure.png" class="image"></img>
<p class="imageText">Inspector of the exported *.fbx</p> Make sure that all bones are mapped correctly and that your character is in a nice T-Pose. - </br><img src="../images/ExportFbxIssueAvatarConfiguration.png" class="image"></img> + </br><img src="../images/ExportFbxIssueAvatarConfiguration.png" class="image"></img>
<p class="imageText">Unity's Avatar Editor</p> Click on "Pose --> Enforce T-Pose" to automatically bring the character into T-Pose. Manually check if the character really is in a nice T-Pose: @@ -266,7 +266,7 @@ </br></br> <b>Tip:</b> Export all your animation clips into the same *.fbx file to avoid configuring an avatar for reach animation clip (see <a href="ProjectSettings.html" class="link">Project Settings</a>). </span></li> -</ul><h2 class="headline2" id="rootMotionIssues">Issues with root motion</h2><p class="textBlock">When dealing with root motion, various issues can occur. Make sure to take a look at the root motion settings of the exported *.anim or *.fbx animation:</p><img src="../images/ExportClipInspector.png" class="image"></img> +</ul><h2 class="headline2" id="rootMotionIssues">Issues with root motion</h2><p class="textBlock">When dealing with root motion, various issues can occur. Make sure to take a look at the root motion settings of the exported *.anim or *.fbx animation:</p><img src="../images/ExportClipInspector.png" class="image"></img>
<p class="imageText">Settings in a *.anim Inspector</p><p class="textBlock">A description of these settings can be found here: <a href="https://docs.unity3d.com/Manual/class-AnimationClip.html#ClipProperties" class="link">Unity Manual - Clip Properties</a></p><p class="textBlock"><b>Attention:</b> The loop flag in the *.anim settings is overwritten by UMotion's "loop" setting (made in the <a href="ClipSettings.html" class="link">Clip Settings</a>).</p><p class="textBlock">When there is some unwanted root motion, make sure that the keys at the first and last frame of your animation's bone marked as "RM" (in the Animated Property List) has the same values. You can enable "bake into pose" in the Inspector of the exported clip (see image above) if you want to avoid that a root offset contributes to the root motion.</p><p class="textBlock">You can globally enable/disable root motion in your Animator Component ("Apply Root Motion").</p><h2 class="headline2" id="humanoidDifferences">Differences/errors in humanoid animations</h2><p class="textBlock">Humanoid is Unity's approach to allow sharing animations between multiple characters. This is how it compares to "generic" and "legacy":</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">Humanoid</th> @@ -315,13 +315,13 @@ The humanoid animation system abstracts the animation data in such a way, that i Usually small errors are acceptable as they most probably won't be notiecable for players. But in cases you need 100% accuracy, use generic instead of humanoid. Consider using legacy in case you want to save some performance (e.g. on mobile). The <a href="http://bit.ly/2GsneLA" class="link">Animation Converter</a> can help you converting between the different animation formats. </p><h2 class="headline2" id="fbxJitter">Exported *.fbx has noticable jitter</h2><p class="textBlock">Jitter/wiggle/stutter can be introduced by animation compression. Select the *.fbx and open the "Animation" tab in the "Inspector". Set "Anim. Compression" to "None" or play with the "Position/Rotation/Scale Error" values.</p><h2 class="headline2" id="ikPinningJitter">IK pinned hand/foot jitter's in the exported animation</h2><p class="textBlock">Fast paced animations that use IK pinning can show some wiggle/jitter on the pinned hand/foot. If you go through the exported animation frame by frame using the frame cursor in Unity's Animation Window you will notice that the animation was exported correctly and the hand/foot is perfectly stable. But as soon as you click on the play button (in the Animation Window), you can notice the jitter of the hand/feet again. This problem is introduced by the interpolation that is happening between key frames and is more noticable the more change there is between two keys. Increasing the framerate of the animation in the <a href="ClipSettings.html" class="link">UMotion Clip Settings</a> to something like 120 or even 180 fps (then exporting the animation clip again) will reduce the amount of interpolation error.</p><h2 class="headline2" id="animSize">The exported *.anim file size is quite huge</h2><p class="textBlock">Please take a look at <a href="http://support.soxware.com//166/why-animation-file-size-grow-up-after-export" class="link">this support answer</a> for a detailed answer. </br></br> -<b>Long story short:</b> The size a *.anim file has in a built game, is displayed in its inspector.</p><img src="../images/ExportClipSize.png" class="image"></img> -<p class="imageText">*.anim inspector shows clip size</p><p class="textBlock">The size it has on disk in your development environment is larger due to additional "editor only curves" and probably due to the animation being stored as text.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +<b>Long story short:</b> The size a *.anim file has in a built game, is displayed in its inspector.</p><img src="../images/ExportClipSize.png" class="image"></img>
+<p class="imageText">*.anim inspector shows clip size</p><p class="textBlock">The size it has on disk in your development environment is larger due to additional "editor only curves" and probably due to the animation being stored as text.</p>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/FKtoIKConversion.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/FKtoIKConversion.html index b519d285..f2351b42 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/FKtoIKConversion.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/FKtoIKConversion.html @@ -1,242 +1,242 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - FK to IK Conversion</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - 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This is very useful for converting existing animations to IK. Animations that use IK instead of FK are usually easier to modify.</p><p class="textBlock">Please note that the FK to IK conversion can also be performed directly when importing animations (see <a href="ImportExport.html#Import" class="link">Import</a>).</p><p class="textBlock">The conversion works across every type of 3D model no matter if it's a human like character, a robot, a spider,... Before the conversion can take place, Inverse Kinematics needs to be setup</p><img src="../images/FkToIkConversion.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">FK to IK Conversion <span class="professionalTag">Professional</span></h1><p class="textBlock">This dialog allows to automatically create Inverse Kinematics keys that result in a similar animation as the respective Forward Kinematics keys. This is very useful for converting existing animations to IK. Animations that use IK instead of FK are usually easier to modify.</p><p class="textBlock">Please note that the FK to IK conversion can also be performed directly when importing animations (see <a href="ImportExport.html#Import" class="link">Import</a>).</p><p class="textBlock">The conversion works across every type of 3D model no matter if it's a human like character, a robot, a spider,... Before the conversion can take place, Inverse Kinematics needs to be setup</p><img src="../images/FkToIkConversion.png" class="image"></img>
<p class="imageText">FK to IK Conversion Dialog</p><p class="textBlock">The dialog lists every IK handle that is setup in the animated GameObjects rig (see <a href="IKSetupWizard.html" class="link">IK Setup Wizard</a>). Select the IK handles that should be converted. The converter will automatically create keys for the IK handle to imitate the animation defined by the FK keys. Please note that the converted IK animation can slightly differ from the original FK animation.</p><p class="textBlock">Attention: If the current animation already has keys for the IK handles that should be converted, those keys will be automatically removed.</p><p class="textBlock"><b>Delete FK Keys:</b> When this option is enabled, the FK keys that have been converted to IK will be deleted. IK handles that use "FK Pose" as reference need their FK keys to function properly thus those FK keys will not be deleted.</p><h2 class="headline2" id="">Improving Conversion Accuracy</h2><p class="textBlock">When using IK it is usually not possible to rotate single bones in the chain around their own axis (= twist/roll rotations). Meaning that it is possible to the whole IK chain around the pole axis (using either the pole rotation property or the pole handle) but it is not possible to rotate only a certain bone around its own axis. Thus, if the animation that is converted to IK contains such rotations for bones that are within the IK chain, this rotation usually won't make it into the resulting IK animation. This can lead to visible differences. There are 2 ways to compensate that:</p><ul class="listMain"> <li class="listItem"><span class="listText">Setting the <b>Reference</b> of the IK constraint to <b>FK Pose</b>. That way, the "twist" rotations are taken over from the FK pose. The downside of this method is, that in order for this to work the FK keys can't be removed from the clip after conversion as they are still needed. Furthermore the tight coupling of the FK pose with the IK pose makes it harder to edit the animation.</span></li> <li class="listItem"><span class="listText">By default the <b>Target Rotation</b> of the IK constraint is set to <b>FK Rig</b>. Let's assume we have an arm controlled via IK and the hand is the IK target. Using this rotation mode will use the local rotation the hand has in the FK rig and copy it to the IK rig. Thus if the forearm has a slightly different rotation (because of the missing twist rotation) this will result in a different global rotation of the hand. </br> For poses where it is necessary that the global target rotation stays exactly the same as in the original FK pose (e.g. when a hand is holding a gun) it is recommended to set the the <b>Target Rotation</b> of the IK constraint to <b>IK Handle</b>. This will ensure that the global rotation of the IK target (e.g. the hand) will be exactly the same as it was in the FK animation even though the rest of the IK chain has slightly different rotations.</span></li> -</ul><p class="textBlock">More information: <a href="InverseKinematics.html#Setup" class="link">IK Constraint - Setup</a></p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul><p class="textBlock">More information: <a href="InverseKinematics.html#Setup" class="link">IK Constraint - Setup</a></p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GeneralTutorials.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GeneralTutorials.html index 08ddca64..e3b509c3 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GeneralTutorials.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GeneralTutorials.html @@ -1,236 +1,236 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - General</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink"><b><u>General</u></b></a></label> <input type="checkbox" checked id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">General Tutorials</h1><p class="textBlock">General video tutorials explaining all features that are available to UMotion Community and UMotion Professional users. The features that are exlusive to UMotion Professional are covered in a different playlist: <a href="ProfessionalExclusive.html" class="link">Professional Exclusive</a></p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
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+ <p class="versionText">Version: <b>1.22p03</b> </p>
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+ UMotion Manual
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+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
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+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
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+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
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+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
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+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
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+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
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+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
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+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
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+ <ol>
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+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
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+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
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+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
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+
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+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
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+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
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+</ol>
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+<li class="file"><a href="Options.html">Options</a></li>
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+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
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+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
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+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
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+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">General Tutorials</h1><p class="textBlock">General video tutorials explaining all features that are available to UMotion Community and UMotion Professional users. The features that are exlusive to UMotion Professional are covered in a different playlist: <a href="ProfessionalExclusive.html" class="link">Professional Exclusive</a></p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GettingStarted.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GettingStarted.html index 4334eb7c..85ee7aff 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GettingStarted.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GettingStarted.html @@ -1,230 +1,230 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Getting Started</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - 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<ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - 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+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
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+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
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+ <div class="mainContentInner">
<h1 class="headline1" id="">Getting Started</h1><h2 class="headline2" id="">Installing UMotion</h2><p class="textBlock">Congratulations! When you can read this, you've already successfully downloaded the UMotion package from the Unity Asset Store and have imported it into your project.</p><h3 class="headline3" id="">Imported Folders</h3><p class="textBlock">When UMotion was imported into your project, two folders have been created in the Assets directory:</p><ul class="listMain"> <li class="listItem"><span class="listText"> <b>UMotion Editor</b> @@ -234,20 +234,20 @@ <b>UMotion Examples</b> </br>This folder contains an example scene with example animations. When using UMotion the first time, it's recommended to take a look at the examples. If you don't need them you can delete the whole folder. </span></li> -</ul><h3 class="headline3" id="">Uninstalling</h3><p class="textBlock">To remove UMotion from your project, remove both folders mentioned above.</p><p class="textBlock">Be careful, there may be other resources in <b>Editor Default Resources</b> used by other Editor Extensions.</p><h2 class="headline2" id="">Starting UMotion</h2><h3 class="headline3" id="">Setup Your Workspace</h3><p class="textBlock">Two new editor windows have been automatically added in Unity's Menu Bar.</p><img src="../images/UnityWindowUmotionEditor.png" class="image"></img> -<p class="imageText">Unity Menu Bar - Window</p><p class="textBlock">Click on <b>Windows ➔ UMotion Editor ➔ Clip Editor</b>. The Clip Editor will appear on your screen. You can now dock the window anywhere in your Unity Editor Layout. A useful position is usually at the bottom where the Project and Console Window is located in the default layout.</p><p class="textBlock">Once you've docked the Clip Editor, open the second window by clicking on <b>Windows ➔ UMotion Editor ➔ Pose Editor</b>. The window can also be docked where it fits best for you. A preferred position is usually at the right hand side where the Inspector is located in the default layout.</p><img src="../images/UMotionDefaultLayout.png" class="image"></img> -<p class="imageText">A typical editor layout when using UMotion</p><p class="textBlock">In Unity it is possible to define and save custom editor layouts. If you want, you can create a custom layout to be used when creating animations. You can switch between editor layouts depending on the current work you are doing in the editor. Editor layouts can be created, saved and changed by using the "Layout" button in the upper right corner of the Unity editor. More information regarding custom editor layouts can be found here: <a href="https://docs.unity3d.com/Manual/CustomizingYourWorkspace.html" class="link">Unity Manual - Customize Your Workspace</a></p><p class="textBlock">You may want to add the Animator window (<b>Windows ➔ Animator</b>) or multiple Scene Views to that layout. You can add additional Scene Views by making a context click on the Scene View tab and clicking on <b>Add Tab ➔ Scene View</b>. It is possible to switch a Scene View from perspective into isometric mode by clicking on the <b>Persp</b> text under the Gizmo in the upper right corner of the Scene View. By clicking on one of the axis of the Gizmo, you can make the Scene View camera look exactly into the related direction. That way you can add Scene Views for top view, side view,... More information regarding the Scene View can be found here: <a href="https://docs.unity3d.com/Manual/SceneViewNavigation.html" class="link">Unity Manual - Scene View Navigation</a></p><img src="../images/UMotionMultipleSceneViews.png" class="image"></img> -<p class="imageText">Editor layout with multiple Scene Views</p><p class="textBlock">When animating something that is going to be used from a first person perspective, the Game View comes in handy. It can be used to preview the animation from the same perspective as it is going to be used (if the game camera is placed accordingly). All changes done in any of the Scene Views is automatically reflected in the Game View.</p><h3 class="headline3" id="">Creating A New Project</h3><p class="textBlock">Once you setup your workspace, you can start creating animations. In the UMotion Clip Editor click on <b>File ➔ New Project</b> and select the type of animation you want to create. All three unity animation types are supported (Humanoid, Generic and Legacy).</p><img src="../images/ClipEditorMenuBarFile.png" class="image"></img> -<p class="imageText">Menu Bar - New Project</p><p class="textBlock">Choose the same animation type, as the one that is set in the import settings of the 3D model you want to animate. A file dialog will open prompting you to save the UMotion project. As the file extension <b>*.asset</b> can also be used by other editor extensions, it is recommended to choose a name or a directory whose name is somehow related to UMotion. The file has to be stored in the projects <b>Assets</b> folder or any of its sub-directories.</p><img src="../images/NewProjectDialog.png" class="image"></img> +</ul><h3 class="headline3" id="">Uninstalling</h3><p class="textBlock">To remove UMotion from your project, remove both folders mentioned above.</p><p class="textBlock">Be careful, there may be other resources in <b>Editor Default Resources</b> used by other Editor Extensions.</p><h2 class="headline2" id="">Starting UMotion</h2><h3 class="headline3" id="">Setup Your Workspace</h3><p class="textBlock">Two new editor windows have been automatically added in Unity's Menu Bar.</p><img src="../images/UnityWindowUmotionEditor.png" class="image"></img>
+<p class="imageText">Unity Menu Bar - Window</p><p class="textBlock">Click on <b>Windows ➔ UMotion Editor ➔ Clip Editor</b>. The Clip Editor will appear on your screen. You can now dock the window anywhere in your Unity Editor Layout. A useful position is usually at the bottom where the Project and Console Window is located in the default layout.</p><p class="textBlock">Once you've docked the Clip Editor, open the second window by clicking on <b>Windows ➔ UMotion Editor ➔ Pose Editor</b>. The window can also be docked where it fits best for you. A preferred position is usually at the right hand side where the Inspector is located in the default layout.</p><img src="../images/UMotionDefaultLayout.png" class="image"></img>
+<p class="imageText">A typical editor layout when using UMotion</p><p class="textBlock">In Unity it is possible to define and save custom editor layouts. If you want, you can create a custom layout to be used when creating animations. You can switch between editor layouts depending on the current work you are doing in the editor. Editor layouts can be created, saved and changed by using the "Layout" button in the upper right corner of the Unity editor. More information regarding custom editor layouts can be found here: <a href="https://docs.unity3d.com/Manual/CustomizingYourWorkspace.html" class="link">Unity Manual - Customize Your Workspace</a></p><p class="textBlock">You may want to add the Animator window (<b>Windows ➔ Animator</b>) or multiple Scene Views to that layout. You can add additional Scene Views by making a context click on the Scene View tab and clicking on <b>Add Tab ➔ Scene View</b>. It is possible to switch a Scene View from perspective into isometric mode by clicking on the <b>Persp</b> text under the Gizmo in the upper right corner of the Scene View. By clicking on one of the axis of the Gizmo, you can make the Scene View camera look exactly into the related direction. That way you can add Scene Views for top view, side view,... More information regarding the Scene View can be found here: <a href="https://docs.unity3d.com/Manual/SceneViewNavigation.html" class="link">Unity Manual - Scene View Navigation</a></p><img src="../images/UMotionMultipleSceneViews.png" class="image"></img>
+<p class="imageText">Editor layout with multiple Scene Views</p><p class="textBlock">When animating something that is going to be used from a first person perspective, the Game View comes in handy. It can be used to preview the animation from the same perspective as it is going to be used (if the game camera is placed accordingly). All changes done in any of the Scene Views is automatically reflected in the Game View.</p><h3 class="headline3" id="">Creating A New Project</h3><p class="textBlock">Once you setup your workspace, you can start creating animations. In the UMotion Clip Editor click on <b>File ➔ New Project</b> and select the type of animation you want to create. All three unity animation types are supported (Humanoid, Generic and Legacy).</p><img src="../images/ClipEditorMenuBarFile.png" class="image"></img>
+<p class="imageText">Menu Bar - New Project</p><p class="textBlock">Choose the same animation type, as the one that is set in the import settings of the 3D model you want to animate. A file dialog will open prompting you to save the UMotion project. As the file extension <b>*.asset</b> can also be used by other editor extensions, it is recommended to choose a name or a directory whose name is somehow related to UMotion. The file has to be stored in the projects <b>Assets</b> folder or any of its sub-directories.</p><img src="../images/NewProjectDialog.png" class="image"></img>
<p class="imageText">Save Project File Dialog</p><h3 class="headline3" id="">Select A GameObject</h3><p class="textBlock">If the 3D model you want to animate isn't already present in the current scene, create a new instance of it by dragging it from Unity's Project window into the current scene. To start animating it, drag the instance of the 3D model from Unity's Hierarchy window to the field in the Pose Editor where it says <b>Select a GameObject to animate</b>. -A dialog window will popup indicating that the GameObject has bones and transforms that are not configured in the current project. Click on "Create Configuration" to add them to the project.</p><img src="../images/CreateConfigurationDialog.png" class="image"></img> -<p class="imageText">New Rig Detected - Dialog</p><h3 class="headline3" id="">And that's it. You are ready to start animating!</h3><p class="textBlock">To continue learning, please check out the example scene located at <b>Assets/UMotion Examples</b>. Please follow the instructions of the 3D texts in the scene.</p><p class="textBlock">There are plenty of <a href="VideoTutorials.html" class="link">Video Tutorials</a> available split into several chapters. Also make sure to read through this manual it provides even more detailed information.</p><img src="../images/UMotionSetupFinished.png" class="image"></img> -<p class="imageText">The configuration is complete and the model is ready to be animated.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +A dialog window will popup indicating that the GameObject has bones and transforms that are not configured in the current project. Click on "Create Configuration" to add them to the project.</p><img src="../images/CreateConfigurationDialog.png" class="image"></img>
+<p class="imageText">New Rig Detected - Dialog</p><h3 class="headline3" id="">And that's it. You are ready to start animating!</h3><p class="textBlock">To continue learning, please check out the example scene located at <b>Assets/UMotion Examples</b>. Please follow the instructions of the 3D texts in the scene.</p><p class="textBlock">There are plenty of <a href="VideoTutorials.html" class="link">Video Tutorials</a> available split into several chapters. Also make sure to read through this manual it provides even more detailed information.</p><img src="../images/UMotionSetupFinished.png" class="image"></img>
+<p class="imageText">The configuration is complete and the model is ready to be animated.</p>
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</div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">How to create better animations</h1><p class="textBlock">Animating is a creative process just like 3D modeling or painting. Even though UMotion is offering all the tools you need to create good looking animations you will need to practice in order to make your animations look appealing. It's easy to quickly create an animation but often the result will look unnatural. There are 3 common problems that make an animation look unrealistic:</p><h3 class="headline3" id="">1) There are poses in your animation that don't respect the anatomy of your character.</h3><p class="textBlock">Make sure not to rotate joints in a direction which is not possible in the real world. In a simple example like a knee not being able to do rotations to the left or right it may seem obvious, but what if you are animating e.g. the hands of a character? What kind of joint limits does a thumb have? You should carefully think about that before you even touch the thumb with the rotation tool. Otherwise you may end up in a very unnatural looking pose.</p><h3 class="headline3" id="">2) The duration between two poses is slightly too short or too long.</h3><p class="textBlock">The more frames there are between two poses, the longer/slower the animation will be in this section. A wrong duration between two poses will break the "flow" of the animation. Play around with the number of frames between your key poses and try to find the sweet spot.</p><h3 class="headline3" id="">3) The Secret Sauce</h3><p class="textBlock">You finished keying all poses of your animation clip and perfectly arranged them in the Dopesheet. But when playing the animation, things just don't look natural...</p><p class="textBlock">The secret sauce that is missing are correctly setup animation curves. All the motion you see between two keyed poses is defined by the animation curve. With the curves you can define exactly how fast something is moving or rotating at a specific time in your animation. In the real world, movement is never done at constant speed. Depending on the movement, there is always some accelerating and decelerating happening. And that's exactly what, if done wrong, can make your animation look really odd.</p><p class="textBlock">Try to think of an animation where a character is punching against a punch bag. Without manually adjusting the animation curves, the punch will first smoothly accelerate and then smoothly decelerate before it hits the punch bag. This will look weird and unnatural. A correctly setup animation curve would make the punch accelerate until it finally hits the punch bag where the fist is decelerated very quickly. Depending on how fast you decelerate the fist, you can define the softness of the impact at the punch bag.</p><h2 class="headline2" id="">Test, fine tune, repeate</h2><p class="textBlock">To test your animation, reduce the playback speed and watch your animation in slow motion. This makes it much easier to detect parts of your animation that behave unnaturally. Try to fix those parts step by step than check the animation again in regular playback speed. You can continue this process a few times to gradually fine tune your animation.</p><h2 class="headline2" id="">How to improve your animation skills</h2><p class="textBlock">Don't be afraid to show off your work and get some feedback. The Unity forum has quite a few very professional animators that might give you some useful hints on how you can improve the look of your animation.</p><p class="textBlock">Search Youtube for some good animation tutorials. Once you know the basics of UMotion it doesn't really matter anymore if somebody is showing you how he does a e.g. walk animation in a different application than UMotion. The principle mechanics (posing, creating keys, etc.) is usually quite the same in all animation applications.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html"><b><u>How to create better animations</u></b></a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">How to create better animations</h1><p class="textBlock">Animating is a creative process just like 3D modeling or painting. Even though UMotion is offering all the tools you need to create good looking animations you will need to practice in order to make your animations look appealing. It's easy to quickly create an animation but often the result will look unnatural. There are 3 common problems that make an animation look unrealistic:</p><h3 class="headline3" id="">1) There are poses in your animation that don't respect the anatomy of your character.</h3><p class="textBlock">Make sure not to rotate joints in a direction which is not possible in the real world. In a simple example like a knee not being able to do rotations to the left or right it may seem obvious, but what if you are animating e.g. the hands of a character? What kind of joint limits does a thumb have? You should carefully think about that before you even touch the thumb with the rotation tool. Otherwise you may end up in a very unnatural looking pose.</p><h3 class="headline3" id="">2) The duration between two poses is slightly too short or too long.</h3><p class="textBlock">The more frames there are between two poses, the longer/slower the animation will be in this section. A wrong duration between two poses will break the "flow" of the animation. Play around with the number of frames between your key poses and try to find the sweet spot.</p><h3 class="headline3" id="">3) The Secret Sauce</h3><p class="textBlock">You finished keying all poses of your animation clip and perfectly arranged them in the Dopesheet. But when playing the animation, things just don't look natural...</p><p class="textBlock">The secret sauce that is missing are correctly setup animation curves. All the motion you see between two keyed poses is defined by the animation curve. With the curves you can define exactly how fast something is moving or rotating at a specific time in your animation. In the real world, movement is never done at constant speed. Depending on the movement, there is always some accelerating and decelerating happening. And that's exactly what, if done wrong, can make your animation look really odd.</p><p class="textBlock">Try to think of an animation where a character is punching against a punch bag. Without manually adjusting the animation curves, the punch will first smoothly accelerate and then smoothly decelerate before it hits the punch bag. This will look weird and unnatural. A correctly setup animation curve would make the punch accelerate until it finally hits the punch bag where the fist is decelerated very quickly. Depending on how fast you decelerate the fist, you can define the softness of the impact at the punch bag.</p><h2 class="headline2" id="">Test, fine tune, repeate</h2><p class="textBlock">To test your animation, reduce the playback speed and watch your animation in slow motion. This makes it much easier to detect parts of your animation that behave unnaturally. Try to fix those parts step by step than check the animation again in regular playback speed. You can continue this process a few times to gradually fine tune your animation.</p><h2 class="headline2" id="">How to improve your animation skills</h2><p class="textBlock">Don't be afraid to show off your work and get some feedback. The Unity forum has quite a few very professional animators that might give you some useful hints on how you can improve the look of your animation.</p><p class="textBlock">Search Youtube for some good animation tutorials. Once you know the basics of UMotion it doesn't really matter anymore if somebody is showing you how he does a e.g. walk animation in a different application than UMotion. The principle mechanics (posing, creating keys, etc.) is usually quite the same in all animation applications.</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
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+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/IKSetupWizard.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/IKSetupWizard.html index 104a13fb..a6b1bdc6 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/IKSetupWizard.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/IKSetupWizard.html @@ -1,239 +1,239 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - IK Setup Wizard</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" checked id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" checked id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html"><b><u>IK Setup Wizard</u></b></a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">IK Setup Wizard <span class="professionalTag">Professional</span></h1><p class="textBlock">The IK Setup Wizard greatly simplifies creating Inverse Kinematics rigs. It supports creating rigs for any type of character. Creating a simple IK rig for human like characters is especially easy.</p><p class="textBlock">If you are new to the Inverse Kinematics topic, please check out the <a href="InverseKinematics.html" class="link">Inverse Kinematics Constraint</a> chapter first.</p><p class="textBlock">All settings of this wizard are stored in the UMotion project. It is possible to create (usually with changed settings) an IK rig several times using the wizard. Existing transforms will be updated. If names or parents have been changed the old transforms won't be deleted automatically.</p><img src="../images/IKSetupWizard.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <p class="versionText">Version: <b>1.22p03</b> </p>
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+ UMotion Manual
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+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
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+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
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+ <ol>
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+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
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+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" checked id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" checked id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html"><b><u>IK Setup Wizard</u></b></a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">IK Setup Wizard <span class="professionalTag">Professional</span></h1><p class="textBlock">The IK Setup Wizard greatly simplifies creating Inverse Kinematics rigs. It supports creating rigs for any type of character. Creating a simple IK rig for human like characters is especially easy.</p><p class="textBlock">If you are new to the Inverse Kinematics topic, please check out the <a href="InverseKinematics.html" class="link">Inverse Kinematics Constraint</a> chapter first.</p><p class="textBlock">All settings of this wizard are stored in the UMotion project. It is possible to create (usually with changed settings) an IK rig several times using the wizard. Existing transforms will be updated. If names or parents have been changed the old transforms won't be deleted automatically.</p><img src="../images/IKSetupWizard.png" class="image"></img>
<p class="imageText">IK Setup Wizard - Dialog</p><h2 class="headline2" id="">Calibrate Character Front</h2><p class="textBlock">This dialog is always shown when the IK Setup Wizard is started the first time. In order for the IK Setup Wizard to function properly it is necessary that the wizard know which direction "forward" is from the animated characters perspective. In the Scene View an arrow is displayed at the characters root position. If this arrow is not pointing forward from the characters perspective, use the <b>Front Offset Angle</b> setting to make it look forward.</p><p class="textBlock">This dialog can be accessed anytime again by pressing the <b>Calibrate Character Front</b> button in the IK Setup Wizard window.</p><table class="containerTable"><tr class="containerTableRow"> - <td class="containerTableCell"><img src="../images/CalibrateCharacterFront.png" class="image"></img> + <td class="containerTableCell"><img src="../images/CalibrateCharacterFront.png" class="image"></img>
<p class="imageText">Calibrate Character Front - Dialog</p></td> - <td class="containerTableCell"><img src="../images/CalibrateCharacterFrontSceneView.png" class="image"></img> + <td class="containerTableCell"><img src="../images/CalibrateCharacterFrontSceneView.png" class="image"></img>
<p class="imageText">Character Front Visualization - Scene View</p></td> -</tr></table></br><h2 class="headline2" id="">Menu Bar</h2><img src="../images/IKSetupWizardMenuBar.png" class="image"></img> -<p class="imageText">IK Setup Wizard - Menu Bar</p><p class="textBlock">It is possible to save the wizard settings as a preset and load this preset from within a different project. Thus using presets can speed up the workflow as it's possible to share the same settings across different models.</p><p class="textBlock">Presets are saved as *.asset files. Make sure to properly name them as presets or place them in a "presets" folder in order not to get confused with UMotion project files (which are also stored as *.asset).</p><p class="textBlock">When working with generic/legacy characters or with custom IK's, you have to be aware that bones are stored using their transform hierarchy path. That means that when a preset is referring to e.g. "Root/Hips/UpperLeg" and there is no such bone in the project where the preset is loaded, a warning message will occur and that specific field will be empty.</p><p class="textBlock">The <b>Maximize</b> button is useful when working with custom IK's as it increases the window size so that a complete row of the custom IK window can be displayed.</p></br><h2 class="headline2" id="General">General</h2><p class="textBlock">The <b>Handle Size</b> defines the size of the transforms that are created as IK handles.</p><p class="textBlock">When <b>Extrude Pole Handle</b> is enabled created pole handles will be slightly extruded in the direction the IK plane is pointing to.</p><img src="../images/IKSetupWizardGeneral.png" class="image"></img> -<p class="imageText">IK Setup Wizard - General</p></br><h2 class="headline2" id="HumanIK">Human IK</h2><p class="textBlock">The human IK category can be used to create an IK rig for humanoid, generic and legacy generic characters. It automatically creates IK chains for hands and feet with IK pinning functionality. When the project is of type humanoid, the IK targets are detected automatically. When the project is of type generic or legacy generic, it is necessary to assign the hand and foot bones manually to the appropriate fields.</p><img src="../images/IKSetupWizardHumanIK.png" class="image"></img> +</tr></table></br><h2 class="headline2" id="">Menu Bar</h2><img src="../images/IKSetupWizardMenuBar.png" class="image"></img>
+<p class="imageText">IK Setup Wizard - Menu Bar</p><p class="textBlock">It is possible to save the wizard settings as a preset and load this preset from within a different project. Thus using presets can speed up the workflow as it's possible to share the same settings across different models.</p><p class="textBlock">Presets are saved as *.asset files. Make sure to properly name them as presets or place them in a "presets" folder in order not to get confused with UMotion project files (which are also stored as *.asset).</p><p class="textBlock">When working with generic/legacy characters or with custom IK's, you have to be aware that bones are stored using their transform hierarchy path. That means that when a preset is referring to e.g. "Root/Hips/UpperLeg" and there is no such bone in the project where the preset is loaded, a warning message will occur and that specific field will be empty.</p><p class="textBlock">The <b>Maximize</b> button is useful when working with custom IK's as it increases the window size so that a complete row of the custom IK window can be displayed.</p></br><h2 class="headline2" id="General">General</h2><p class="textBlock">The <b>Handle Size</b> defines the size of the transforms that are created as IK handles.</p><p class="textBlock">When <b>Extrude Pole Handle</b> is enabled created pole handles will be slightly extruded in the direction the IK plane is pointing to.</p><img src="../images/IKSetupWizardGeneral.png" class="image"></img>
+<p class="imageText">IK Setup Wizard - General</p></br><h2 class="headline2" id="HumanIK">Human IK</h2><p class="textBlock">The human IK category can be used to create an IK rig for humanoid, generic and legacy generic characters. It automatically creates IK chains for hands and feet with IK pinning functionality. When the project is of type humanoid, the IK targets are detected automatically. When the project is of type generic or legacy generic, it is necessary to assign the hand and foot bones manually to the appropriate fields.</p><img src="../images/IKSetupWizardHumanIK.png" class="image"></img>
<p class="imageText">IK Setup Wizard - Human IK</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">Item</th> @@ -278,7 +278,7 @@ <td class="themeTableCell">Target Rotation</td> <td class="themeTableCell">The target rotation mode that should be used by the resulting IK constraint. More information: <a href="InverseKinematics.html" class="link">IK Constraint</a></td> </tr> -</table><h2 class="headline2" id="CustomIK">Custom IK</h2><p class="textBlock">Use Custom IK's to define your own IK chains that don't fit into the Human IK scheme.</p><img src="../images/IKSetupWizardCustomIK.png" class="image"></img> +</table><h2 class="headline2" id="CustomIK">Custom IK</h2><p class="textBlock">Use Custom IK's to define your own IK chains that don't fit into the Human IK scheme.</p><img src="../images/IKSetupWizardCustomIK.png" class="image"></img>
<p class="imageText">IK Setup Wizard - Custom IK</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">Item</th> @@ -328,12 +328,12 @@ <td class="themeTableCell">Target Rotation</td> <td class="themeTableCell">The target rotation mode that should be used by the resulting IK constraint. More information: <a href="InverseKinematics.html" class="link">IK Constraint</a></td> </tr> -</table></br> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table></br>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ImportExport.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ImportExport.html index 63cd1fc0..d746d8ad 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ImportExport.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ImportExport.html @@ -1,230 +1,230 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Import / Export</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html"><b><u>Import / Export</u></b></a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - 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+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
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+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" />
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+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html"><b><u>Import / Export</u></b></a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
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+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
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+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
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+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
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+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
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+</ol>
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+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
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+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
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<h1 class="headline1" id="">Import / Export</h1><h2 class="headline2" id="">Exporting</h2><p class="textBlock">UMotion can export animation clips in Unity's proprietary <b>*.anim</b> file format or as <b>*.fbx</b> files. Before exporting animation clips, the exporter needs to be configured (see <a href="ProjectSettings.html#ExportSettings" class="link">Export Settings</a>).</p><p class="textBlock"><b>Important:</b> If you have problems with your exported animations, take a look at the <a href="ExportingAnimationsFAQ.html" class="link">Exporting Animations FAQ</a>.</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">Feature</th> @@ -286,7 +286,7 @@ </table><p class="textBlock">In most cases exporting to <b>*.fbx</b> is the preferred choice. Please note that the <b>*.fbx</b> file format internally uses euler angles instead of quaternions. This can introduce <a href="RotationModes.html#EulerInterpolation" class="link">Gimbal Lock</a> in the exported animation clip even if in UMotion quaternion curves have been used.</p><p class="textBlock">UMotion offers two ways to export the animation clips of the current UMotion project:</p><ul class="listMain"> <li class="listItem"><span class="listText">By clicking on <b>File ➔ Export All Clips</b> all clips of the opened UMotion project are exported.</span></li> <li class="listItem"><span class="listText">By clicking on <b>File ➔ Export Current Clip</b> only the current opened clip is exported (faster).</span></li> -</ul><h2 class="headline2" id="">Importing <span class="professionalTag">Professional</span></h2><p class="textBlock">By clicking on <b>File ➔ Import Clips</b> the <b>Import Clips Dialog</b> is opened. It can be used to import existing animations into the current UMotion project.</p><p class="textBlock">The yellow warning icon next to the animation clip indicates that the importer has detected a minor issue. Move the mouse over the list entry. The appearing tooltip will provide the full warning message.</p><p class="textBlock"><b>Tip:</b> To add multiple files to the <b>Import Clips Dialog</b>, select the files in Unity's <b>Project Window</b> and drag & drop them into the list view.</p><img src="../images/ImportClipsDialog.png" class="image"></img> +</ul><h2 class="headline2" id="">Importing <span class="professionalTag">Professional</span></h2><p class="textBlock">By clicking on <b>File ➔ Import Clips</b> the <b>Import Clips Dialog</b> is opened. It can be used to import existing animations into the current UMotion project.</p><p class="textBlock">The yellow warning icon next to the animation clip indicates that the importer has detected a minor issue. Move the mouse over the list entry. The appearing tooltip will provide the full warning message.</p><p class="textBlock"><b>Tip:</b> To add multiple files to the <b>Import Clips Dialog</b>, select the files in Unity's <b>Project Window</b> and drag & drop them into the list view.</p><img src="../images/ImportClipsDialog.png" class="image"></img>
<p class="imageText">Import Clips Dialog</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -350,7 +350,7 @@ <td class="themeTableCell">Import</td> <td class="themeTableCell">Imports all animation clips selected in the list.</td> </tr> -</table><p class="textBlock">While importing a dialog window displays log messages regarding the ongoing import process. White messages are information, yellow are warnings and red are errors. Don't close this window before the import process has finished.</p><img src="../images/ImportingDialog.png" class="image"></img> +</table><p class="textBlock">While importing a dialog window displays log messages regarding the ongoing import process. White messages are information, yellow are warnings and red are errors. Don't close this window before the import process has finished.</p><img src="../images/ImportingDialog.png" class="image"></img>
<p class="imageText">Importing Dialog</p><h3 class="headline3" id="">External Clip Import</h3><p class="textBlock">It is possible to import any animation clip that was created in an external application as long as the 3D file format is compatible with Unity. It is also possible to import animations in Unity's proprietary file format *.anim.</p><p class="textBlock">The following table provides an overview of the import compatibility depending on the animation rig type. When importing an UMotion project, this table does not apply.</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader"></th> @@ -385,12 +385,12 @@ <li class="listItem"><span class="listText">Click on "Add Clips" and select the UMotion project file that should be converted.</span></li> <li class="listItem"><span class="listText">Click on "Import".</span></li> <li class="listItem"><span class="listText">And that's it. Once the new imported clips are exported they can be used for all your characters as they are now of type humanoid.</span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
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+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
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+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice.html index f40ff2c0..239ae42f 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice.html @@ -1,236 +1,236 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - In Practice</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - 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-<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink"><b><u>In Practice</u></b></a></label> <input type="checkbox" checked id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - 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</div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">In Practice</h1><p class="textBlock">In this video series it is all about using UMotion's features in practical examples. Visit the <a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">UMotion Forum Thread</a> to let me know what videos you would like to see in the future.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink"><b><u>In Practice</u></b></a></label> <input type="checkbox" checked id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
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+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
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+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
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+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
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+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
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+</ol>
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+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
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+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
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+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">In Practice</h1><p class="textBlock">In this video series it is all about using UMotion's features in practical examples. Visit the <a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">UMotion Forum Thread</a> to let me know what videos you would like to see in the future.</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
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+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice1.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice1.html index 51d8446a..cbb54e4a 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice1.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice1.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - 1) Our First Animation</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" checked id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html"><b><u>1) Our First Animation</u></b></a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Episode 1: Our First Animation (FPS Pistol)</h1><p class="textBlock">In the first episode, we will learn all the basics to create an animation from scratch and how we can use it in our game. We will create a pistol "firing" animation for a first person shooter game. Please note that even if you aren't creating a first person shooter game, it is still recommended to watch the video as most stuff applies to all type of animations.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/nZPWVPYw41Y?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
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+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - 1) Our First Animation</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
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+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" checked id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html"><b><u>1) Our First Animation</u></b></a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
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+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
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+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
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+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Episode 1: Our First Animation (FPS Pistol)</h1><p class="textBlock">In the first episode, we will learn all the basics to create an animation from scratch and how we can use it in our game. We will create a pistol "firing" animation for a first person shooter game. Please note that even if you aren't creating a first person shooter game, it is still recommended to watch the video as most stuff applies to all type of animations.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/nZPWVPYw41Y?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Downloads</h2><p class="textBlock">Links to download everything you need to recreate this episode.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="https://www.soxware.com/downloads/UMotionFPSExample.unitypackage" class="link">Download the whole project</a></span></li> <li class="listItem"><span class="listText"><a href="https://armedunity.com/files/file/93-fps-arms-pack-updated/" class="link">Armed Unity - FPS arms</a></span></li> @@ -234,12 +234,12 @@ <li class="listItem"><span class="listText"><a href="Lesson4.html" class="link">UMotion Manual - Curves & Rotation - Video Tutorial</a></span></li> <li class="listItem"><span class="listText"><a href="https://unity3d.com/de/learn/tutorials/topics/animation/animator-component?playlist=17099" class="link">Unity Tutorials - Animator Component</a></span></li> <li class="listItem"><span class="listText"><a href="https://www.youtube.com/watch?v=OMVYyW54QlE" class="link">Youtube - How To Stop Weapons Clipping Into Walls</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice2.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice2.html index e7909aed..22dea0eb 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice2.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice2.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - 2) Editing Animations</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" checked id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html"><b><u>2) Editing Animations</u></b></a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - 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<ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Episode 2: Editing Existing Animations <span class="professionalTag">Professional</span></h1><p class="textBlock">In the second episode, we will learn all the basics of editing and repairing existing animations. Please note that UMotion Professional exclusive features are used in this tutorial.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/TPzCp6Ezy4o?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
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+ UMotion Manual
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+ <!-- Tree View -->
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+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
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+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
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+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" checked id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html"><b><u>2) Editing Animations</u></b></a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
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+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Episode 2: Editing Existing Animations <span class="professionalTag">Professional</span></h1><p class="textBlock">In the second episode, we will learn all the basics of editing and repairing existing animations. Please note that UMotion Professional exclusive features are used in this tutorial.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/TPzCp6Ezy4o?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Downloads</h2><p class="textBlock">Links to download everything you need to recreate this episode.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="http://bit.ly/2UO41gs" class="link">Asset Store - Adventure Sample Game</a></span></li> <li class="listItem"><span class="listText"><a href="http://bit.ly/2V9agL1" class="link">Asset Store - Huge FBX Mocap Library part 1</a></span></li> @@ -234,12 +234,12 @@ <li class="listItem"><span class="listText"><a href="FKtoIKConversion.html" class="link">UMotion Manual - FK to IK Conversion</a></span></li> <li class="listItem"><span class="listText"><a href="ProLesson2.html" class="link">UMotion Video Tutorial - Inverse Kinematics</a></span></li> <li class="listItem"><span class="listText"><a href="ProLesson5.html" class="link">UMotion Video Tutorial - IK Pinning</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice3.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice3.html index 288d794d..bef7cf62 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice3.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice3.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - 3) Customizing an animation for a RPG</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" checked id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html"><b><u>3) Customizing an animation for a RPG</u></b></a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - 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<ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Episode 3: Customizing an animation for a RPG<span class="professionalTag">Professional</span></h1><p class="textBlock">In the third episode, we will learn how to customize an existing animation to fit our RPG game's style. Please note that UMotion Professional exclusive features are used in this tutorial.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/Ogw0L-8AYOM?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - 3) Customizing an animation for a RPG</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
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+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
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+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
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+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
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+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" />
+ <ol>
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+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" checked id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html"><b><u>3) Customizing an animation for a RPG</u></b></a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
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+</ol>
+</li>
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+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
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+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
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+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
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+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
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+</ol>
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+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
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+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
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+<li class="file"><a href="Animation.html">Animation</a></li>
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+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
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+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Episode 3: Customizing an animation for a RPG<span class="professionalTag">Professional</span></h1><p class="textBlock">In the third episode, we will learn how to customize an existing animation to fit our RPG game's style. Please note that UMotion Professional exclusive features are used in this tutorial.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/Ogw0L-8AYOM?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Downloads</h2><p class="textBlock">Links to download everything you need to recreate this episode.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="http://bit.ly/2ULWUF1" class="link">Asset Store - Strong Knight</a></span></li> <li class="listItem"><span class="listText"><a href="http://bit.ly/2PgeomZ" class="link">Asset Store - Free Shield</a></span></li> @@ -235,12 +235,12 @@ <li class="listItem"><span class="listText"><a href="FKtoIKConversion.html" class="link">UMotion Manual - FK to IK Conversion</a></span></li> <li class="listItem"><span class="listText"><a href="ProLesson2.html" class="link">UMotion Video Tutorial - Inverse Kinematics</a></span></li> <li class="listItem"><span class="listText"><a href="ProLesson5.html" class="link">UMotion Video Tutorial - IK Pinning</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice4.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice4.html index e5faff24..cdb61a1c 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice4.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice4.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - 4) Unity Timeline & Weighted Tangents</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" checked id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html"><b><u>4) Unity Timeline & Weighted Tangents</u></b></a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Episode 4: Unity Timeline & Weighted Tangents<span class="professionalTag">Professional</span></h1><p class="textBlock">In the fourth episode, we will learn how to use the new Unity 2018 feature "Weighted Tangents" together with Unity Timeline to adjust an animation for a cut-scene. Please note that UMotion Professional exclusive features are used in this tutorial.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/hTcPmoED7Ss?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - 4) Unity Timeline & Weighted Tangents</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
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+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" checked id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html"><b><u>4) Unity Timeline & Weighted Tangents</u></b></a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Episode 4: Unity Timeline & Weighted Tangents<span class="professionalTag">Professional</span></h1><p class="textBlock">In the fourth episode, we will learn how to use the new Unity 2018 feature "Weighted Tangents" together with Unity Timeline to adjust an animation for a cut-scene. Please note that UMotion Professional exclusive features are used in this tutorial.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/hTcPmoED7Ss?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Downloads</h2><p class="textBlock">Links to download everything you need to recreate this episode.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="http://bit.ly/2GeE67a" class="link">Asset Store - Endless Runner</a></span></li> </ul><h2 class="headline2" id="">Further reading</h2><p class="textBlock">Links to additional learning material related to this lesson.</p><ul class="listMain"> @@ -233,12 +233,12 @@ <li class="listItem"><span class="listText"><a href="FKtoIKConversion.html" class="link">UMotion Manual - FK to IK Conversion</a></span></li> <li class="listItem"><span class="listText"><a href="ProLesson2.html" class="link">UMotion Video Tutorial - Inverse Kinematics</a></span></li> <li class="listItem"><span class="listText"><a href="ProLesson5.html" class="link">UMotion Video Tutorial - IK Pinning</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Introduction.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Introduction.html index e102924d..15b55724 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Introduction.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Introduction.html @@ -1,230 +1,230 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Introduction & Tips</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html"><b><u>Introduction & Tips</u></b></a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
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+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Introduction & Tips</title>
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+ </div>
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+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html"><b><u>Introduction & Tips</u></b></a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
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+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
<h1 class="headline1" id="">Introduction & Tips</h1><p class="textBlock">UMotion is a Unity Editor Extension that makes it possible to create animations for any 3D model (characters, monsters, guns,...) inside the Unity Editor offering similar features and workflows like famous 3D modeling applications.</p><p class="textBlock">UMotion projects are stored as <b>*.asset</b> files that can hold an unlimited number of animation clips. Animation clips are exported to Unity's proprietary <b>*.anim</b> file format and can be used in any Unity project when applied to an <a href="https://docs.unity3d.com/Manual/Animator.html" class="link">Animator Controller</a> or <a href="https://docs.unity3d.com/Manual/class-Animation.html" class="link">Animation Component (legacy)</a>.</p><p class="textBlock">Owners of <b>UMotion Professional</b> can import any existing animation (whether being a <b>motion captured animation</b> or an animation created in an <b>external modeling application</b>) to edit and to fine tune them.</p><h2 class="headline2" id="">Important Tips</h2><ul class="listMain"> <li class="listItem"><span class="listText">Always back-up your work on a regular basis. Even though UMotion has to pass extensive tests before being released, it may still be possible that a bug damages your project file. The use of a version control system like <a href="https://subversion.apache.org/" class="link">Subversion</a> or <a href="https://git-scm.com/" class="link">Git</a> is strongly recommended (see <a href="https://docs.unity3d.com/Manual/ExternalVersionControlSystemSupport.html" class="link">Unity Manual - Version Control System</a>).</span></li> <li class="listItem"><span class="listText">Every element in the UMotion user interface has a tooltip with short information about the functionality of the related item. If the element has a shortcut applied, it is also displayed in the tooltip.</span></li> @@ -237,12 +237,12 @@ <li class="listItem"><span class="listText">When using the move, rotate or scale tool, holding <span class="keyboardKey">Control</span> enables snapping. Snapping can be adjusted in Unity by navigating to <b>Edit ➔ Snap Settings...</b>.</span></li> <li class="listItem"><span class="listText">When using the move tool, holding <span class="keyboardKey">Shift</span> enables the "Free Move Mode". A rectangle appears in the center of the tool handle. By clicking and dragging it lets you move freely through 3D space. This is especially useful when moving the <a href="Constraints.html#InverseKinematics" class="link">Inverse Kinematics</a> handle.</span></li> <li class="listItem"><span class="listText">While dragging the move, rotate or scale tool <span class="keyboardKey">ESCAPE</span> will abort the current operation and revert changes.</span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
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<h1 class="headline1" id="">Inverse Kinematics <span class="professionalTag">Professional</span></h1><p class="textBlock">There are 2 approaches on how to modify the orientation of bones in UMotion.</p><ul class="listMain"> <li class="listItem"><span class="listText">The traditional forward kinematics approach lets you directly modify the orientation of every bone. This is a simple and straight-forward way to define poses. While animating you often have situations where you want to place e.g. a hand of the character at a certain position. To achieve this in forward kinematics it is necessary to rotate every bone of the arm until the hand is in the correct position. It is hard and time consuming to do a precise placement of the hand.</span></li> <li class="listItem"><span class="listText">Inverse kinematics allows modifying the end point of a bone chain directly. For example, the hand position can be modified directly and all bones of the arm are updated accordingly. This results not only in a faster workflow but it also enables new possibilities like sticking the hands to a world position.</span></li> -</ul><h3 class="headline3" id="">Rig Layers</h3><p class="textBlock">Most of the time it depends on the situation if forward kinematics or inverse kinematics is more suitable. UMotion allows you to seamlessly switch between both approaches during an animation. This is possible due to the so called rig layers:</p><p class="textBlock">There is one rig layer for forward kinematics and one for inverse kinematics. It's like the animated GameObject has two skeletons - one that is affected by forward kinematics and one that is affected by inverse kinematics. Each inverse kinematics constraint has a switch that can be used to smoothly blend between the two skeletons.</p><h3 class="headline3" id="">Explanation Of Terms</h3><p class="textBlock">The <b>IK handle</b> is the joint/transform that has the Inverse Kinematics Constraint attached. It controls the rotation of a chain of bones whereby the end of the chain is the IK target.</p><p class="textBlock">The pole axis is the line between the start of the first bone in the IK chain to the start of the target bone.</p><img src="../images/IKNamingDefinitions.png" class="image"></img> -<p class="imageText">Inverse Kinematics - Naming Definitions</p><h3 class="headline3" id="">Inverse Kinematics Goal</h3><p class="textBlock">The IK constraint's goal is to rotate all bones of the chain in such a way, that the IK target's position is the same as the position of the IK handle. So by moving the IK handle in Pose Mode (all Constraints are disabled during Config Mode) the whole IK chain will update automatically.</p><p class="textBlock">The IK solver used by the IK constraint is a <b>Rotate Plane Solver</b>. This type of solver is incredible easy to use and produces robust results (no jitter, sudden bone movements). The algorithm projects the bone chain and the IK handle onto a 2D plane (shown in blue in the screenshot below) and applies the IK solving algorithm in 2D space. Elbows, knees, etc. are only bending in the direction the arrow of the IK plane is pointing to. The bone chain is then rotated in such a way that it points into the IK handle's direction thus making the IK target position match the IK handle's position.</p><img src="../images/IKPlane.png" class="image"></img> -<p class="imageText">Inverse Kinematics Plane</p><p class="textBlock">When configuring an IK constraint the IK plane should always point into the direction the elbow, knee, etc. should bend. The surface of the plane defines the space in which the bones will be bended or stretched by the IK algorithm.</p><p class="textBlock">The IK handle can't be a child of a joint/transform in its chain.</p><p class="textBlock">If the parent of the IK handle is set to be the hips, then for example, the hands will stay at the same place relative to the hips. If the parent is set to be the animated GameObject's root, then the hands won't move when the character's hips are moved. This way it is possible to pin the hands at a certain location (useful for climbing animations etc.).</p><p class="textBlock">Only one Inverse Kinematics Constraint can be added per joint/transform.</p><h3 class="headline3" id="">IK Pinning</h3><p class="textBlock">The <a href="ChildOf.html" class="link">Child-Of Constraint</a> can be used to extend the Inverse Kinematics Constraint with IK pinning functionality. When an IK handle is pinned, it keeps its current position even if the rest of the rig is moved. When an IK handle is not pinned it moves with the rest of the rig.</p><h2 class="headline2" id="Setup">Setup</h2><img src="../images/IKConstraintSetup.png" class="image"></img> +</ul><h3 class="headline3" id="">Rig Layers</h3><p class="textBlock">Most of the time it depends on the situation if forward kinematics or inverse kinematics is more suitable. UMotion allows you to seamlessly switch between both approaches during an animation. This is possible due to the so called rig layers:</p><p class="textBlock">There is one rig layer for forward kinematics and one for inverse kinematics. It's like the animated GameObject has two skeletons - one that is affected by forward kinematics and one that is affected by inverse kinematics. Each inverse kinematics constraint has a switch that can be used to smoothly blend between the two skeletons.</p><h3 class="headline3" id="">Explanation Of Terms</h3><p class="textBlock">The <b>IK handle</b> is the joint/transform that has the Inverse Kinematics Constraint attached. It controls the rotation of a chain of bones whereby the end of the chain is the IK target.</p><p class="textBlock">The pole axis is the line between the start of the first bone in the IK chain to the start of the target bone.</p><img src="../images/IKNamingDefinitions.png" class="image"></img>
+<p class="imageText">Inverse Kinematics - Naming Definitions</p><h3 class="headline3" id="">Inverse Kinematics Goal</h3><p class="textBlock">The IK constraint's goal is to rotate all bones of the chain in such a way, that the IK target's position is the same as the position of the IK handle. So by moving the IK handle in Pose Mode (all Constraints are disabled during Config Mode) the whole IK chain will update automatically.</p><p class="textBlock">The IK solver used by the IK constraint is a <b>Rotate Plane Solver</b>. This type of solver is incredible easy to use and produces robust results (no jitter, sudden bone movements). The algorithm projects the bone chain and the IK handle onto a 2D plane (shown in blue in the screenshot below) and applies the IK solving algorithm in 2D space. Elbows, knees, etc. are only bending in the direction the arrow of the IK plane is pointing to. The bone chain is then rotated in such a way that it points into the IK handle's direction thus making the IK target position match the IK handle's position.</p><img src="../images/IKPlane.png" class="image"></img>
+<p class="imageText">Inverse Kinematics Plane</p><p class="textBlock">When configuring an IK constraint the IK plane should always point into the direction the elbow, knee, etc. should bend. The surface of the plane defines the space in which the bones will be bended or stretched by the IK algorithm.</p><p class="textBlock">The IK handle can't be a child of a joint/transform in its chain.</p><p class="textBlock">If the parent of the IK handle is set to be the hips, then for example, the hands will stay at the same place relative to the hips. If the parent is set to be the animated GameObject's root, then the hands won't move when the character's hips are moved. This way it is possible to pin the hands at a certain location (useful for climbing animations etc.).</p><p class="textBlock">Only one Inverse Kinematics Constraint can be added per joint/transform.</p><h3 class="headline3" id="">IK Pinning</h3><p class="textBlock">The <a href="ChildOf.html" class="link">Child-Of Constraint</a> can be used to extend the Inverse Kinematics Constraint with IK pinning functionality. When an IK handle is pinned, it keeps its current position even if the rest of the rig is moved. When an IK handle is not pinned it moves with the rest of the rig.</p><h2 class="headline2" id="Setup">Setup</h2><img src="../images/IKConstraintSetup.png" class="image"></img>
<p class="imageText">Inverse Kinematics Constraint - Setup</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -301,12 +301,12 @@ <td class="themeTableCell" style="white-space: nowrap;">Pole Rotation</td> <td class="themeTableCell">This is only visible when no Pole target was selected. It controls the rotation around the pole axis in degrees.</td> </tr> -</table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table>
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+ </div>
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+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam.html index fbf6c209..a1a91d00 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam.html @@ -1,236 +1,236 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Jayanam</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink"><b><u>Jayanam</u></b></a></label> <input type="checkbox" checked id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Jayanam</h1><p class="textBlock">The following video tutorials are created by the Youtuber "Jayanam". Make sure to check out his <a href="https://www.youtube.com/user/jayanamgames" class="link">channel</a> to learn more about him.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <p class="versionText">Version: <b>1.22p03</b> </p>
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+ UMotion Manual
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+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
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+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
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+
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+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
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+
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+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Jayanam</h1><p class="textBlock">The following video tutorials are created by the Youtuber "Jayanam". Make sure to check out his <a href="https://www.youtube.com/user/jayanamgames" class="link">channel</a> to learn more about him.</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam1.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam1.html index 681792f6..0d919103 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam1.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam1.html @@ -1,241 +1,241 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - UMotion Tutorial</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" checked id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html"><b><u>UMotion Tutorial</u></b></a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">UMotion Tutorial by Jayanam</h1><p class="textBlock">In this video I show the Unity Skeletal Animation Editor Asset UMotion that gives you the possibility to create new Humanoid or Generic Animations to your characters directly inside of Unity - or to edit existing ones.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/hf7r-LjwWtc?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
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+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
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+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" checked id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html"><b><u>UMotion Tutorial</u></b></a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">UMotion Tutorial by Jayanam</h1><p class="textBlock">In this video I show the Unity Skeletal Animation Editor Asset UMotion that gives you the possibility to create new Humanoid or Generic Animations to your characters directly inside of Unity - or to edit existing ones.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/hf7r-LjwWtc?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Downloads</h2><p class="textBlock">Links to download everything you need to recreate this episode.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="https://assetstore.unity.com/packages/templates/packs/low-poly-game-kit-110455" class="link">Low Poly Game Kit</a></span></li> </ul><h2 class="headline2" id="">Further reading</h2><p class="textBlock">Links to additional learning material related to this lesson.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="https://www.youtube.com/user/jayanamgames" class="link">Youtube Channel - Jayanam</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/KnownIssues.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/KnownIssues.html index fe7f1b23..c3450c1f 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/KnownIssues.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/KnownIssues.html @@ -1,236 +1,236 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Known Issues</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - 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-<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - 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</div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Known Issues</h1><p class="textBlock">This page lists all known issues that can't be fixed. These issues are usually related to a specific Unity version.</p><h2 class="headline2" id="Issue01">Issue 01: Shortcuts in Context Menus and Menu Bar not displayed</h2><p class="textBlock">In Unity 5.3 shortcuts aren't displayed correctly in context menus and in the menu bar of the Clip Editor. This is due to a bug in that Unity version and is fixed in newer Unity versions.</p><h2 class="headline2" id="Issue02">Issue 02: Related to a Unity version not supported anymore.</h2><p class="textBlock">This known issue only occurred in an old Unity version that isn't supported anymore.</p><h2 class="headline2" id="Issue03">Issue 03: In the Animation Event window the tooltip of the warning icon is not working correctly.</h2><p class="textBlock">This known issue no longer exists as the related Unity version isn't supported any more by UMotion.</p><h2 class="headline2" id="Issue04">Issue 04: Humanoid export produces visible differences.</h2><p class="textBlock">This known issue no longer exists as the related Unity version isn't supported any more by UMotion.</p><h2 class="headline2" id="Issue05">Issue 05: Fixed since UMotion V1.02.</h2><p class="textBlock">This known issue no longer exists as it is fixed since UMotion V1.02.</p><h2 class="headline2" id="Issue06">Issue 06: Fixed since UMotion V1.04p10.</h2><p class="textBlock">This known issue no longer exists as it is fixed since UMotion V1.04p10.</p><h2 class="headline2" id="Issue07">Issue 07: Bones not displayed correctly in Unity 2017.3 and 2017.4.</h2><p class="textBlock">When "allow HDR" is true on the Main Camera in the scene and Scene Lighting is enabled in the Scene View --> bones are not rendered correctly in Unity 2017.3 and 2017.4 due to a bug in that Unity versions. This bug was reported to Unity and is patched in Unity 2018.1. As a workaround, UMotion automatically disables the Scene View lighting when a GameObject is applied to the Pose Editor. It restores the original Scene View lightning state as soon as the GameObject is removed from the Pose Editor.</p><img src="../images/KnownIssue07.png"></img><h2 class="headline2" id="Issue08">Issue 08: Unity's Preview window is displaying only a small part of an exported animation.</h2><p class="textBlock">If Unity's Preview window is detached from the Inspector window it can happen that it displays only the first few frames of an animation even though the animation is exported correctly. As soon as the Inspector window get's in focus again, the Preview window is also displaying the whole animation correctly again.</p><h2 class="headline2" id="Issue09">Issue 09: Related to a Unity version not supported anymore.</h2><p class="textBlock">This known issue only occurred in an old Unity version that isn't supported anymore.</p><h2 class="headline2" id="Issue10">Issue 10: Root motion not applied correctly in Unity Timeline.</h2><p class="textBlock">In Unity 2017.3 and below, Unity Timeline isn't applying root motion of humanoid animation clips correctly. The root motion can be slighlty more or less than the real root motion (how it would be applied by Unity's Animator Component). This bug is fixed in Unity 2018.1 and above (see <a href="https://issuetracker.unity3d.com/issues/timeline-object-with-animation-ends-up-with-a-position-offset-when-used-in-a-timeline" class="link">Unity Issue Tracker - Case 927718</a>). You might notice this difference when editing an animation clip of Unity Timeline with UMotion as UMotion is previewing the animation with the correct root motion.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
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+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
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+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
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+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
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+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
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+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
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+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
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+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
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+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Known Issues</h1><p class="textBlock">This page lists all known issues that can't be fixed. These issues are usually related to a specific Unity version.</p><h2 class="headline2" id="Issue01">Issue 01: Shortcuts in Context Menus and Menu Bar not displayed</h2><p class="textBlock">In Unity 5.3 shortcuts aren't displayed correctly in context menus and in the menu bar of the Clip Editor. This is due to a bug in that Unity version and is fixed in newer Unity versions.</p><h2 class="headline2" id="Issue02">Issue 02: Related to a Unity version not supported anymore.</h2><p class="textBlock">This known issue only occurred in an old Unity version that isn't supported anymore.</p><h2 class="headline2" id="Issue03">Issue 03: In the Animation Event window the tooltip of the warning icon is not working correctly.</h2><p class="textBlock">This known issue no longer exists as the related Unity version isn't supported any more by UMotion.</p><h2 class="headline2" id="Issue04">Issue 04: Humanoid export produces visible differences.</h2><p class="textBlock">This known issue no longer exists as the related Unity version isn't supported any more by UMotion.</p><h2 class="headline2" id="Issue05">Issue 05: Fixed since UMotion V1.02.</h2><p class="textBlock">This known issue no longer exists as it is fixed since UMotion V1.02.</p><h2 class="headline2" id="Issue06">Issue 06: Fixed since UMotion V1.04p10.</h2><p class="textBlock">This known issue no longer exists as it is fixed since UMotion V1.04p10.</p><h2 class="headline2" id="Issue07">Issue 07: Bones not displayed correctly in Unity 2017.3 and 2017.4.</h2><p class="textBlock">When "allow HDR" is true on the Main Camera in the scene and Scene Lighting is enabled in the Scene View --> bones are not rendered correctly in Unity 2017.3 and 2017.4 due to a bug in that Unity versions. This bug was reported to Unity and is patched in Unity 2018.1. As a workaround, UMotion automatically disables the Scene View lighting when a GameObject is applied to the Pose Editor. It restores the original Scene View lightning state as soon as the GameObject is removed from the Pose Editor.</p><img src="../images/KnownIssue07.png"></img><h2 class="headline2" id="Issue08">Issue 08: Unity's Preview window is displaying only a small part of an exported animation.</h2><p class="textBlock">If Unity's Preview window is detached from the Inspector window it can happen that it displays only the first few frames of an animation even though the animation is exported correctly. As soon as the Inspector window get's in focus again, the Preview window is also displaying the whole animation correctly again.</p><h2 class="headline2" id="Issue09">Issue 09: Related to a Unity version not supported anymore.</h2><p class="textBlock">This known issue only occurred in an old Unity version that isn't supported anymore.</p><h2 class="headline2" id="Issue10">Issue 10: Root motion not applied correctly in Unity Timeline.</h2><p class="textBlock">In Unity 2017.3 and below, Unity Timeline isn't applying root motion of humanoid animation clips correctly. The root motion can be slighlty more or less than the real root motion (how it would be applied by Unity's Animator Component). This bug is fixed in Unity 2018.1 and above (see <a href="https://issuetracker.unity3d.com/issues/timeline-object-with-animation-ends-up-with-a-position-offset-when-used-in-a-timeline" class="link">Unity Issue Tracker - Case 927718</a>). You might notice this difference when editing an animation clip of Unity Timeline with UMotion as UMotion is previewing the animation with the correct root motion.</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
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+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Layers.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Layers.html index 8482347c..14d4c906 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Layers.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Layers.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Layers</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html"><b><u>Layers</u></b></a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Layers <span class="professionalTag">Professional</span></h1><p class="textBlock">Similar to how layers work in famous image processing applications, multiple layers can be added to animation clips in UMotion. This is useful for modifying complex existing animations (e.g. motion captured clips), adding additional details to an animation without touching the "base" animation, better organization of an animation,...</p><img src="../images/LayersView.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Layers</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen">
+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html"><b><u>Layers</u></b></a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Layers <span class="professionalTag">Professional</span></h1><p class="textBlock">Similar to how layers work in famous image processing applications, multiple layers can be added to animation clips in UMotion. This is useful for modifying complex existing animations (e.g. motion captured clips), adding additional details to an animation without touching the "base" animation, better organization of an animation,...</p><img src="../images/LayersView.png" class="image"></img>
<p class="imageText">Clip Editor - Layers</p><p class="textBlock">To show the Layers View it is necessary to enable the toggle button on the lower right corner of the Clip Editor. The Layer View is drawn next to the Dopesheet/Curves view. The "Base Layer" can't be removed or edited in any way.</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -283,12 +283,12 @@ <li class="listItem"><span class="listText">FK/IK Blend (<a href="InverseKinematics.html#AnimatedProperties" class="link">Inverse Kinematics Constraint</a>)</span></li> <li class="listItem"><span class="listText">Parent (<a href="ChildOf.html#AnimatedProperties" class="link">Child-Of Constraint</a>)</span></li> <li class="listItem"><span class="listText">IK Pinning (<a href="ChildOf.html#AnimatedProperties" class="link">Child-Of Constraint</a>)</span></li> -</ul><p class="textBlock">It's worth noting that Child-Of constraint doesn't support weighted layer blending as this would mix values that are in different spaces. The object with the Child-Of constraint attached will keep the value of the topmost layer until the weight is reduced to 0.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul><p class="textBlock">It's worth noting that Child-Of constraint doesn't support weighted layer blending as this would mix values that are in different spaces. The object with the Child-Of constraint attached will keep the value of the topmost layer until the weight is reduced to 0.</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson1.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson1.html index 662d4318..79cb483b 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson1.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson1.html @@ -1,242 +1,242 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - 1) Installation & First Steps</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" checked id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html"><b><u>1) Installation & First Steps</u></b></a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Lesson 1: Installation & First Steps</h1><p class="textBlock">Learn how to install UMotion and how to create a new project.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/0QZBYNFyqLQ?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - 1) Installation & First Steps</title>
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+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" checked id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html"><b><u>1) Installation & First Steps</u></b></a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Lesson 1: Installation & First Steps</h1><p class="textBlock">Learn how to install UMotion and how to create a new project.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/0QZBYNFyqLQ?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Further reading</h2><p class="textBlock">Links to additional learning material related to this lesson.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="https://docs.unity3d.com/Manual/AnimationOverview.html" class="link">Unity Manual - Animation Overview</a></span></li> <li class="listItem"><span class="listText"><a href="Introduction.html" class="link">UMotion Manual - Introduction & Tips</a></span></li> <li class="listItem"><span class="listText"><a href="GettingStarted.html" class="link">UMotion Manual - Getting Started</a></span></li> <li class="listItem"><span class="listText"><a href="Support.html" class="link">UMotion Manual - Support / FAQ</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson2.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson2.html index e8d2ab0d..c2eb8685 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson2.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson2.html @@ -1,239 +1,239 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - 2) Pose Editing</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" checked id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html"><b><u>2) Pose Editing</u></b></a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Lesson 2: Pose Editing</h1><p class="textBlock">Learn how to use the Pose Editor to manipulate bones and transforms and how to create key frames.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/B2JUiD2k3FU?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - 2) Pose Editing</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen">
+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" checked id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html"><b><u>2) Pose Editing</u></b></a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Lesson 2: Pose Editing</h1><p class="textBlock">Learn how to use the Pose Editor to manipulate bones and transforms and how to create key frames.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/B2JUiD2k3FU?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Further reading</h2><p class="textBlock">Links to additional learning material related to this lesson.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="PoseEditor.html" class="link">UMotion Manual - Pose Editor</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson3.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson3.html index 9905a6b5..d0130c8f 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson3.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson3.html @@ -1,239 +1,239 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - 3) Clip Editor</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" checked id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html"><b><u>3) Clip Editor</u></b></a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Lesson 3: Clip Editor</h1><p class="textBlock">Learn how to use the Clip Editor to use the Dopesheet and the Curves View to manipulate keys and curves.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/bHzkL-UtzfI?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <title>UMotion Manual - 3) Clip Editor</title>
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+ <img src="../styles/UMotionLogoHeader.png"></img>
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+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
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+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
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+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
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+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
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+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" checked id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html"><b><u>3) Clip Editor</u></b></a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
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+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
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+<li class="file"><a href="MenuBarFile.html">File</a></li>
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+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
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+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
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+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
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+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
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+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
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+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
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+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Lesson 3: Clip Editor</h1><p class="textBlock">Learn how to use the Clip Editor to use the Dopesheet and the Curves View to manipulate keys and curves.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/bHzkL-UtzfI?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Further reading</h2><p class="textBlock">Links to additional learning material related to this lesson.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="ClipEditor.html" class="link">UMotion Manual - Clip Editor</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson4.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson4.html index 1ace0a63..9760f8ae 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson4.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson4.html @@ -1,240 +1,240 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - 4) Curves & Rotation Modes</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" checked id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html"><b><u>4) Curves & Rotation Modes</u></b></a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - 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</div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Lesson 4: Curves & Rotation Modes</h1><p class="textBlock">Learn about the different rotation interpolation modes of UMotion and how the tangent modes of keys affect the animation curve.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/6jsyZifFtGQ?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
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+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
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+<li class="file"><a href="Lesson4.html"><b><u>4) Curves & Rotation Modes</u></b></a></li>
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+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
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+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
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+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
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+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
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+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
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+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
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+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
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+ <h1 class="headline1" id="">Lesson 4: Curves & Rotation Modes</h1><p class="textBlock">Learn about the different rotation interpolation modes of UMotion and how the tangent modes of keys affect the animation curve.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/6jsyZifFtGQ?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Further reading</h2><p class="textBlock">Links to additional learning material related to this lesson.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="RotationModes.html" class="link">UMotion Manual - Rotation Modes</a></span></li> <li class="listItem"><span class="listText"><a href="DopesheetCurves.html" class="link">UMotion Manual - Dopesheet / Curves View</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson5.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson5.html index 0d4ba3bb..0be816a5 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson5.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson5.html @@ -1,240 +1,240 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - 5) Config Mode</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - 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</div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Lesson 5: Config Mode</h1><p class="textBlock">Learn about the Config Mode of the Pose Editor and how it can be used to configure the appearence and settings of the animated GameObjects rig.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/Y_oo5v1fNSE?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
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+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
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+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
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+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
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+<li class="file"><a href="Lesson5.html"><b><u>5) Config Mode</u></b></a></li>
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+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
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+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
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+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
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+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
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+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
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+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
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+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
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+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
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+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Lesson 5: Config Mode</h1><p class="textBlock">Learn about the Config Mode of the Pose Editor and how it can be used to configure the appearence and settings of the animated GameObjects rig.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/Y_oo5v1fNSE?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Further reading</h2><p class="textBlock">Links to additional learning material related to this lesson.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="https://docs.unity3d.com/Manual/class-Avatar.html" class="link">Unity Manual - Creating the Avatar</a></span></li> <li class="listItem"><span class="listText"><a href="ConfigMode.html" class="link">UMotion Manual - Config Mode</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
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+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson6.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson6.html index 52168e60..2e3e7437 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson6.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson6.html @@ -1,240 +1,240 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - 6) Export Animations</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" checked id="GeneralTutorials" /> - 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</div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Lesson 6: Export Animations</h1><p class="textBlock">Learn how to export animation clips created in UMotion so that they can be used in your game.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/IKjIsIJs5hM?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <h1 class="headline1" id="">Lesson 6: Export Animations</h1><p class="textBlock">Learn how to export animation clips created in UMotion so that they can be used in your game.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/IKjIsIJs5hM?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Further reading</h2><p class="textBlock">Links to additional learning material related to this lesson. Check out the Unity tutorials about animations to learn how to use the exported animation in your game.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="https://unity3d.com/de/learn/tutorials/s/animation" class="link">Unity Tutorials - Animation</a></span></li> <li class="listItem"><span class="listText"><a href="ImportExport.html" class="link">UMotion Manual - Import / Export</a></span></li> -</ul><p class="textBlock"><b>Important:</b> If you have problems with your exported animations, take a look at the <a href="ExportingAnimationsFAQ.html" class="link">Exporting Animations FAQ</a>.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul><p class="textBlock"><b>Important:</b> If you have problems with your exported animations, take a look at the <a href="ExportingAnimationsFAQ.html" class="link">Exporting Animations FAQ</a>.</p>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson7.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson7.html index ee8c8dba..d2d511d2 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson7.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson7.html @@ -1,240 +1,240 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - 7) Root Motion</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - 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</div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Lesson 7: Root Motion</h1><p class="textBlock">Learn the difference between in-place animations and root motion.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/dDGyg1bDvq0?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <h1 class="headline1" id="">Lesson 7: Root Motion</h1><p class="textBlock">Learn the difference between in-place animations and root motion.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/dDGyg1bDvq0?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Further reading</h2><p class="textBlock">Links to additional learning material related to this lesson. Check out the Unity tutorials about animations to learn how to use the exported animation in your game.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="https://unity3d.com/de/learn/tutorials/topics/animation/authoring-root-motion?playlist=17099" class="link">Unity Tutorials - Root Motion</a></span></li> <li class="listItem"><span class="listText"><a href="RootMotion.html" class="link">UMotion Manual - Root Motion</a></span></li> -</ul><p class="textBlock"><b>Important:</b> If you have problems with your exported root motion animations, take a look at the <a href="ExportingAnimationsFAQ.html#rootMotionIssues" class="link">Exporting Animations FAQ</a>.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul><p class="textBlock"><b>Important:</b> If you have problems with your exported root motion animations, take a look at the <a href="ExportingAnimationsFAQ.html#rootMotionIssues" class="link">Exporting Animations FAQ</a>.</p>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson8.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson8.html index 0c330981..544c6d42 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson8.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson8.html @@ -1,239 +1,239 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - 8) Animation Events</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - 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</div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Lesson 8: Animation Events</h1><p class="textBlock">Learn how to use animation events to trigger script functions when a playing animation (in game) passes a certain frame.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/IWV1K2j8IZ0?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <h1 class="headline1" id="">Lesson 8: Animation Events</h1><p class="textBlock">Learn how to use animation events to trigger script functions when a playing animation (in game) passes a certain frame.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/IWV1K2j8IZ0?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Further reading</h2><p class="textBlock">Links to additional learning material related to this lesson. Check out the Unity tutorials about animations to learn how to use the exported animation in your game.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="Dopesheet.html#AnimationEvents" class="link">UMotion Manual - Dopesheet - Animation Events</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
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</div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Lesson 9: Pose Mirroring</h1><p class="textBlock">Learn how to setup the mirror mapping and how to mirror poses from one side to the other.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/I4HRDe26pW8?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <h1 class="headline1" id="">Lesson 9: Pose Mirroring</h1><p class="textBlock">Learn how to setup the mirror mapping and how to mirror poses from one side to the other.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/I4HRDe26pW8?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Further reading</h2><p class="textBlock">Links to additional learning material related to this lesson. Check out the Unity tutorials about animations to learn how to use the exported animation in your game.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="Tools.html" class="link">UMotion Manual - Pose Mode - Tools</a></span></li> <li class="listItem"><span class="listText"><a href="MirrorMapping.html" class="link">UMotion Manual - Config Mode - Mirror Mapping</a></span></li> <li class="listItem"><span class="listText"><a href="Configuration.html" class="link">UMotion Manual - Config Mode - Configuration</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MainNavigation.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MainNavigation.html index f574815f..09a84c8e 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MainNavigation.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MainNavigation.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Main Navigation</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - 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-<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink"><b><u>Main Navigation</u></b></a></label> <input type="checkbox" checked id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Main Navigation</h1><p class="textBlock">The Main Navigation is located at the top left of the Clip Editor.</p><img src="../images/ClipEditorMainNavigation.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Main Navigation</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen">
+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink"><b><u>Main Navigation</u></b></a></label> <input type="checkbox" checked id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Main Navigation</h1><p class="textBlock">The Main Navigation is located at the top left of the Clip Editor.</p><img src="../images/ClipEditorMainNavigation.png" class="image"></img>
<p class="imageText">Clip Editor - Main Navigation</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -271,12 +271,12 @@ <td class="themeTableCell"><img src="../images/ClipEditorNextKeyFramey.png"></img></td> <td class="themeTableCell">Jumps to the next frame where at least one key exists.</td> </tr> -</table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBar.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBar.html index c0deeeab..167712cc 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBar.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBar.html @@ -1,237 +1,237 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Menu Bar</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink"><b><u>Menu Bar</u></b></a></label> <input type="checkbox" checked id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Menu Bar</h1><p class="textBlock">The Menu Bar is located at the top of the Clip Editor. It has 3 categories.</p><img src="../images/ClipEditorMenuBar.png" class="image"></img> -<p class="imageText">Menu Bar of the Clip Editor</p><p class="textBlock">Some menu items can be accessed via shortcuts. The shortcuts are displayed next to the menu item and can be set in the <a href="Preferences.html" class="link">Preferences Window</a>.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Menu Bar</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen">
+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink"><b><u>Menu Bar</u></b></a></label> <input type="checkbox" checked id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Menu Bar</h1><p class="textBlock">The Menu Bar is located at the top of the Clip Editor. It has 3 categories.</p><img src="../images/ClipEditorMenuBar.png" class="image"></img>
+<p class="imageText">Menu Bar of the Clip Editor</p><p class="textBlock">Some menu items can be accessed via shortcuts. The shortcuts are displayed next to the menu item and can be set in the <a href="Preferences.html" class="link">Preferences Window</a>.</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarEdit.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarEdit.html index 87c0b901..f8c6744f 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarEdit.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarEdit.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Edit</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" checked id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html"><b><u>Edit</u></b></a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Edit</h1><img src="../images/ClipEditorMenuBarEdit.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Edit</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen">
+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" checked id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html"><b><u>Edit</u></b></a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Edit</h1><img src="../images/ClipEditorMenuBarEdit.png" class="image"></img>
<p class="imageText">Menu Bar - Edit</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">Menu Item</th> @@ -271,12 +271,12 @@ <td class="themeTableCell">Preferences</td> <td class="themeTableCell">Opens the preferences dialog window.</td> </tr> -</table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarFile.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarFile.html index 56aaee51..3b684ddb 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarFile.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarFile.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - File</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" checked id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html"><b><u>File</u></b></a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">File</h1><img src="../images/ClipEditorMenuBarFile.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - File</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen">
+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" checked id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html"><b><u>File</u></b></a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">File</h1><img src="../images/ClipEditorMenuBarFile.png" class="image"></img>
<p class="imageText">Menu Bar - File</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">Menu Item</th> @@ -271,13 +271,13 @@ <td class="themeTableCell" style="white-space: nowrap;">Export All Clips</td> <td class="themeTableCell">Exports all clips of the opened project into the export directory (see <a href="ImportExport.html" class="link">Import / Export</a>).</td> </tr> -</table><h2 class="headline2" id="">New Project</h2><p class="textBlock">UMotion projects are stored as *.asset files. As other editor extensions may use the same file extension to store data it is recommended to choose an appropriate name to indicate that the file is related to UMotion. UMotion *.asset files are automatically tagged as "UMotion Project".</p><img src="../images/NewProjectDialog.png" class="image"></img> -<p class="imageText">New Project File Dialog</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table><h2 class="headline2" id="">New Project</h2><p class="textBlock">UMotion projects are stored as *.asset files. As other editor extensions may use the same file extension to store data it is recommended to choose an appropriate name to indicate that the file is related to UMotion. UMotion *.asset files are automatically tagged as "UMotion Project".</p><img src="../images/NewProjectDialog.png" class="image"></img>
+<p class="imageText">New Project File Dialog</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarHelp.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarHelp.html index f45e5361..cd97e2d4 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarHelp.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarHelp.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Help</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" checked id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html"><b><u>Help</u></b></a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Help</h1><img src="../images/ClipEditorMenuBarHelp.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Help</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen">
+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" checked id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html"><b><u>Help</u></b></a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
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+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
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+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
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+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
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+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
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+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
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+
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+<li class="file"><a href="Animation.html">Animation</a></li>
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+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
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+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
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+</ol>
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+<li class="file"><a href="Options.html">Options</a></li>
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+
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+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Help</h1><img src="../images/ClipEditorMenuBarHelp.png" class="image"></img>
<p class="imageText">Menu Bar - Help</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">Menu Item</th> @@ -243,12 +243,12 @@ <td class="themeTableCell">UMotion Support</td> <td class="themeTableCell">Opens the UMotion support page with the default browser.</td> </tr> -</table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MirrorMapping.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MirrorMapping.html index 4954da03..1226e7ef 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MirrorMapping.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MirrorMapping.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Mirror Mapping</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" checked id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" checked id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html"><b><u>Mirror Mapping</u></b></a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Mirror Mapping</h1><p class="textBlock">The mirror mapping defines which bone/transform should map to which bone/transform on the other side (e.g. "Right Hand" maps to "Left Hand). It is used by the Pose Mode features <b>Copy to Other Side</b> and <b>Mirror Editing</b>. The mirror mapping configuration dialog is opened by clicking on the <b>Mirror Mapping</b> button in the Rig Hierarchy (see above).</p><p class="textBlock">An initial mirror mapping is automatically created when a new GameObject is applied to the Pose Editor. An automatic mapping algorithm estimates the mirror mapping based on the bone/transform hierarchy. It delivers perfect results most of the time, but due to the fact that there are so many different ways a rig can be composed it is not possible that the algorithm produces 100% correct results for every model. Thus sometimes it may be necessary to correct the mapping by hand using the configuration dialog below. The automatic mapping feature can also be used via the configuration dialog shown below.</p><p class="textBlock"><b>Important:</b> When custom joints/transforms are created the mapping is not updated automatically.</p><img src="../images/PoseEditorMirrorMapping.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <img src="../styles/UMotionLogoHeader.png"></img>
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+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
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+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
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+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
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+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
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+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
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+
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+ <ol>
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+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
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+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" checked id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" checked id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html"><b><u>Mirror Mapping</u></b></a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Mirror Mapping</h1><p class="textBlock">The mirror mapping defines which bone/transform should map to which bone/transform on the other side (e.g. "Right Hand" maps to "Left Hand). It is used by the Pose Mode features <b>Copy to Other Side</b> and <b>Mirror Editing</b>. The mirror mapping configuration dialog is opened by clicking on the <b>Mirror Mapping</b> button in the Rig Hierarchy (see above).</p><p class="textBlock">An initial mirror mapping is automatically created when a new GameObject is applied to the Pose Editor. An automatic mapping algorithm estimates the mirror mapping based on the bone/transform hierarchy. It delivers perfect results most of the time, but due to the fact that there are so many different ways a rig can be composed it is not possible that the algorithm produces 100% correct results for every model. Thus sometimes it may be necessary to correct the mapping by hand using the configuration dialog below. The automatic mapping feature can also be used via the configuration dialog shown below.</p><p class="textBlock"><b>Important:</b> When custom joints/transforms are created the mapping is not updated automatically.</p><img src="../images/PoseEditorMirrorMapping.png" class="image"></img>
<p class="imageText">Mirror Mapping - Configuration Dialog</p><p class="textBlock">The mapping is always bidirectional. That means that for example "Left Hand" maps to "Right Hand" is also applied the other way around. The mapping of humanoid bones is hard coded (thus always correct) and can't be edited.</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">Button</th> @@ -255,12 +255,12 @@ <td class="themeTableCell">Auto Configure All</td> <td class="themeTableCell">Automatically generates the mapping for all bones/transforms in this UMotion Project file by using the automatic mapping algorithm.</td> </tr> -</table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Options.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Options.html index ab6be3ea..68859610 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Options.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Options.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Options</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html"><b><u>Options</u></b></a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Options</h1><h2 class="headline2" id="">Visuals</h2><p class="textBlock">Settings for all visuals. The options are stored in the project file. The same options can be reached from the Pose Mode and from the Config Mode.</p><img src="../images/PoseEditorOptions.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Options</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen">
+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html"><b><u>Options</u></b></a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Options</h1><h2 class="headline2" id="">Visuals</h2><p class="textBlock">Settings for all visuals. The options are stored in the project file. The same options can be reached from the Pose Mode and from the Config Mode.</p><img src="../images/PoseEditorOptions.png" class="image"></img>
<p class="imageText">Options - Visuals</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -272,7 +272,7 @@ <td class="themeTableCell">Resets all visualization settings to its default values.</td> </tr> </table><h2 class="headline2" id="ExtendingUMotion">Extending UMotion <span class="professionalTag">Professional</span></h2><p class="textBlock">It is possible to extend UMotion's functionality by defining a callback method that is automatically called on all components that are attached to the animated GameObject. The callback method is called right after UMotion sampled the animation pose thus allowing components to overwrite the current pose. That way it's possible to extend UMotion with new functionalities like a "Look-At" constraint. -</br>Components that are higher in the GameObject's hierarchy are called first.</p><img src="../images/PoseEditorExtendingUMotion.png" class="image"></img> +</br>Components that are higher in the GameObject's hierarchy are called first.</p><img src="../images/PoseEditorExtendingUMotion.png" class="image"></img>
<p class="imageText">Options - Extending UMotion</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -294,12 +294,12 @@ </br> </br>This functionality is only available in projects of type <b>Humanoid</b>.</td> </tr> -</table><h3 class="headline3" id="">Tip</h3><p class="textBlock">The <a href="CustomProperty.html" class="link">Custom Property Constraint</a> in "Component Property" mode can be used to animate input properties of the components used to extend UMotion's functionality.</p><h3 class="headline3" id="">Integrating Final IK</h3><p class="textBlock">If you want to use <a href="http://bit.ly/2GuQdOZ" class="link">Final IK</a> components in your animation (and maybe bake their result into the exported animation clip to reduce CPU load), use "UpdateSolver" as callback name. This method is defined by all Final IK solver components and executes the IK solver calculations.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table><h3 class="headline3" id="">Tip</h3><p class="textBlock">The <a href="CustomProperty.html" class="link">Custom Property Constraint</a> in "Component Property" mode can be used to animate input properties of the components used to extend UMotion's functionality.</p><h3 class="headline3" id="">Integrating Final IK</h3><p class="textBlock">If you want to use <a href="http://bit.ly/2GuQdOZ" class="link">Final IK</a> components in your animation (and maybe bake their result into the exported animation clip to reduce CPU load), use "UpdateSolver" as callback name. This method is defined by all Final IK solver components and executes the IK solver calculations.</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Playback.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Playback.html index 6ca84262..7282dc4d 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Playback.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Playback.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Playback Navigation</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html"><b><u>Playback Navigation</u></b></a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Playback Navigation</h1><p class="textBlock">The <b>Playback Navigation Area</b> is located at the bottom right of the Clip Editor. It can be used to play and preview the current animation clip. All of these settings have no influence on the exported animation clips and are only for preview purpose.</p><img src="../images/ClipEditorPlayback.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Playback Navigation</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen">
+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html"><b><u>Playback Navigation</u></b></a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Playback Navigation</h1><p class="textBlock">The <b>Playback Navigation Area</b> is located at the bottom right of the Clip Editor. It can be used to play and preview the current animation clip. All of these settings have no influence on the exported animation clips and are only for preview purpose.</p><img src="../images/ClipEditorPlayback.png" class="image"></img>
<p class="imageText">Playback Navigation Area</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -283,12 +283,12 @@ <td class="themeTableCell"><img src="../images/ClipEditorPlaybackSeekEnd.png"></img></td> <td class="themeTableCell">Sets the frame cursor to the last frame of the animation clip.</td> </tr> -</table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseDisplay.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseDisplay.html index ef83b2be..4296895d 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseDisplay.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseDisplay.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Display</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" checked id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html"><b><u>Display</u></b></a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Display</h1><p class="textBlock">Settings for the visualization of the rig in the Scene View. Can be used to show and hide various things.</p><img src="../images/PoseEditorDisplay.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Display</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen">
+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" checked id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html"><b><u>Display</u></b></a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Display</h1><p class="textBlock">Settings for the visualization of the rig in the Scene View. Can be used to show and hide various things.</p><img src="../images/PoseEditorDisplay.png" class="image"></img>
<p class="imageText">Config Mode - Display</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -269,12 +269,12 @@ <td class="themeTableCell" style="white-space: nowrap;">Tool Assistant</td> <td class="themeTableCell">Shows/hides the <a href="ToolAssistant.html" class="link">Tool Assistant</a>. The Tool Assistant is a small window displayed in the current selected Scene View. It provides additional information and input possibilities for the current selected tool.</td> </tr> -</table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseEditor.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseEditor.html index 932a7cfa..53bca653 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseEditor.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseEditor.html @@ -1,232 +1,232 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Pose Editor</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - 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<ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - 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+ <p class="versionText">Version: <b>1.22p03</b> </p>
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+ <div class="leftContent">
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+ UMotion Manual
+ </div>
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+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
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+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
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+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
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+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
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+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
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+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
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+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
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+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
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+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink"><b><u>Pose Editor</u></b></a></label> <input type="checkbox" checked id="PoseEditor" />
+ <ol>
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+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
<h1 class="headline1" id="">Pose Editor</h1><p class="textBlock">An animation is a sequence of poses that are stored as so called key frames. When an animation is played, it smoothly interpolates between the defined poses to create a fluid motion. The Pose Editor provides all tools you need to bring the animated GameObject in the different poses and to create the key frames for the animation.</p><table class="containerTable"><tr class="containerTableRow"> - <td class="containerTableCell"><img src="../images/PoseEditor.png" class="image"></img> + <td class="containerTableCell"><img src="../images/PoseEditor.png" class="image"></img>
<p class="imageText">UMotion Pose Editor</p></td> <td class="containerTableCell"> <h2 class="headline2" id="">Animated GameObject</h2> @@ -253,7 +253,7 @@ <p class="textBlock">When an animated GameObject is selected, it automatically gets a component attached called <b>UMotion Lock</b>. This component saves the original state of the GameObject and prepares it for being used with UMotion. Once the animated GameObject field is cleared in the Pose Editor, <b>UMotion Lock</b> is destroyed which automatically restores the original state of the GameObject.</p> <p class="textBlock">Currently locked GameObjects are highlighted in the Unity Hierarchy window:</p> - <img src="../images/UMotionLockedHierachy.png" class="image"></img> + <img src="../images/UMotionLockedHierachy.png" class="image"></img>
<p class="imageText">Hierarchy - UMotion Locked</p> <p class="textBlock">A GameObject can be unlocked manually (this may be necessary when UMotion crashes) by selecting the GameObject and click the <b>Unlock</b> button in the inspector of the <b>UMotion Lock</b> component.</p> @@ -274,12 +274,12 @@ <p class="textBlock">To switch between the edit modes, the toggle buttons or the appropriate shortcut can be used.</p> </td> -</tr></table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</tr></table>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
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+ </div>
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+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseMode.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseMode.html index f72a8f33..166d064f 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseMode.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseMode.html @@ -1,236 +1,236 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Pose Mode</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink"><b><u>Pose Mode</u></b></a></label> <input type="checkbox" checked id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Pose Mode</h1><p class="textBlock">The Pose Mode is used to create the different poses required for the animation. It has several tool containers that are described in separate sub-chapters.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Pose Mode</title>
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+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
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+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
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+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
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+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
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+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
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+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
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+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
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+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
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+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
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+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
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+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink"><b><u>Pose Mode</u></b></a></label> <input type="checkbox" checked id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Pose Mode</h1><p class="textBlock">The Pose Mode is used to create the different poses required for the animation. It has several tool containers that are described in separate sub-chapters.</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Preferences.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Preferences.html index 3bd9ec94..b246e999 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Preferences.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Preferences.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Preferences</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html"><b><u>Preferences</u></b></a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Preferences</h1><p class="textBlock">The preferences are stored globally and affect all UMotion projects.</p><h2 class="headline2" id="">Shortcuts</h2><p class="textBlock">The shortcuts for every action that can be performed in UMotion can be set in this tab.</p><img src="../images/PreferencesWindowShortcuts.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Preferences</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen">
+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html"><b><u>Preferences</u></b></a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Preferences</h1><p class="textBlock">The preferences are stored globally and affect all UMotion projects.</p><h2 class="headline2" id="">Shortcuts</h2><p class="textBlock">The shortcuts for every action that can be performed in UMotion can be set in this tab.</p><img src="../images/PreferencesWindowShortcuts.png" class="image"></img>
<p class="imageText">Preferences Window - Shortcuts</p><p class="textBlock">There are three shortcut categories:</p><ul class="listMain"> <li class="listItem"><span class="listText">Clip Editor</span></li> <li class="listItem"><span class="listText">Pose Editor</span></li> @@ -239,7 +239,7 @@ <td class="themeTableCell">Key</td> <td class="themeTableCell">By pressing this button, a dialog window pops up that listens to any key press event. The pressed key is then applied to the current selected shortcut. </br> - </br><img src="../images/BindShortcutDialog.png" class="image"></img> + </br><img src="../images/BindShortcutDialog.png" class="image"></img>
<p class="imageText">Bind Shortcut Key Dialog</p> The <b>Abort</b> button closes the dialog without changing the binded key. </br>The <b>None</b> button removes a binded key.</td> @@ -256,7 +256,7 @@ <td class="themeTableCell">OK</td> <td class="themeTableCell">Closes this window.</td> </tr> -</table><h2 class="headline2" id="">Settings</h2><p class="textBlock">All global UMotion settings can be changed in this tab.</p><img src="../images/PreferencesWindowSettings.png" class="image"></img> +</table><h2 class="headline2" id="">Settings</h2><p class="textBlock">All global UMotion settings can be changed in this tab.</p><img src="../images/PreferencesWindowSettings.png" class="image"></img>
<p class="imageText">Preferences Window - Settings</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -294,12 +294,12 @@ <td class="themeTableCell" style="white-space: nowrap;">Delete Backups After</td> <td class="themeTableCell">Backups older than the defined number of hours are automatically deleted.</td> </tr> -</table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson1.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson1.html index 1f46e16f..8020450a 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson1.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson1.html @@ -1,240 +1,240 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - 1) Importing Animations</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" checked id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html"><b><u>1) Importing Animations</u></b></a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - 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<ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Lesson 1: Importing Animations <span class="professionalTag">Professional</span></h1><p class="textBlock">Learn how to import existing animations like motion captured animations or animations created in a 3D modeling application so that they can be edited using UMotion.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/Qim5DiCt7Us?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <p class="versionText">Version: <b>1.22p03</b> </p>
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+ UMotion Manual
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+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
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+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
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+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" checked id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html"><b><u>1) Importing Animations</u></b></a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
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+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
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+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
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+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
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+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Lesson 1: Importing Animations <span class="professionalTag">Professional</span></h1><p class="textBlock">Learn how to import existing animations like motion captured animations or animations created in a 3D modeling application so that they can be edited using UMotion.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/Qim5DiCt7Us?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Further reading</h2><p class="textBlock">Links to additional learning material related to this lesson.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/" class="link">Unity Blog - Mecanim Humanoids</a> (chapter "Original hands and feet position")</span></li> <li class="listItem"><span class="listText"><a href="ImportExport.html" class="link">UMotion Manual - Import / Export</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson2.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson2.html index 3c31bdc8..eb0feb2a 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson2.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson2.html @@ -1,239 +1,239 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - 2) Inverse Kinematics</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - 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-<li class="file"><a href="ProLesson2.html"><b><u>2) Inverse Kinematics</u></b></a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - 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</div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Lesson 2: Inverse Kinematics <span class="professionalTag">Professional</span></h1><p class="textBlock">Learn how to use the Inverse Kinematics constraint to create animations more efficiently.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/ETN_DhktSjs?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
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+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
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+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
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+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
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+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
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+<li class="file"><a href="ProLesson2.html"><b><u>2) Inverse Kinematics</u></b></a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
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+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
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+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
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+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
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+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
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+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
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+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Lesson 2: Inverse Kinematics <span class="professionalTag">Professional</span></h1><p class="textBlock">Learn how to use the Inverse Kinematics constraint to create animations more efficiently.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/ETN_DhktSjs?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Further reading</h2><p class="textBlock">Links to additional learning material related to this lesson.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="InverseKinematics.html" class="link">UMotion Manual - Inverse Kinematics</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson3.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson3.html index 6c8bc483..3ae1f9c3 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson3.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson3.html @@ -1,240 +1,240 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - 3) Child-Of Constraint</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" checked id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html"><b><u>3) Child-Of Constraint</u></b></a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - 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<ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Lesson 3: Child-Of Constraint <span class="professionalTag">Professional</span></h1><p class="textBlock">Learn how to use the Child-Of constraint to dynamically change the parent of a joint/transform during an animation.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/3ni5pcM_43w?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
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+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
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+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
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+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
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+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
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+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" checked id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
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+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html"><b><u>3) Child-Of Constraint</u></b></a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
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+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
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+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
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+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
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+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Lesson 3: Child-Of Constraint <span class="professionalTag">Professional</span></h1><p class="textBlock">Learn how to use the Child-Of constraint to dynamically change the parent of a joint/transform during an animation.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/3ni5pcM_43w?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Further reading</h2><p class="textBlock">Links to additional learning material related to this lesson.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="ChildOf.html" class="link">UMotion Manual - Child-Of</a></span></li> <li class="listItem"><span class="listText"><a href="ProLesson5.html" class="link">UMotion Tutorial - IK Pinning</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson4.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson4.html index f61742ea..8d5d3592 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson4.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson4.html @@ -1,239 +1,239 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - 4) Custom Properties</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" checked id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html"><b><u>4) Custom Properties</u></b></a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - 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<ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Lesson 4: Custom Properties <span class="professionalTag">Professional</span></h1><p class="textBlock">Learn everything about the Custom Property constraint and how it can be used to control multiple properties at the same time.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/tJIQSnqJyd8?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
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+ UMotion Manual
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+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" checked id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html"><b><u>4) Custom Properties</u></b></a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
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+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
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+<li class="file"><a href="MenuBarFile.html">File</a></li>
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+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
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+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
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+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
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+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
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+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
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+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
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+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
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+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
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+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
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+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
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+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
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+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
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+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
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+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Lesson 4: Custom Properties <span class="professionalTag">Professional</span></h1><p class="textBlock">Learn everything about the Custom Property constraint and how it can be used to control multiple properties at the same time.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/tJIQSnqJyd8?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Further reading</h2><p class="textBlock">Links to additional learning material related to this lesson.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="CustomProperty.html" class="link">UMotion Manual - Custom Property</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson5.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson5.html index 276a1ec4..867932ab 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson5.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson5.html @@ -1,241 +1,241 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - 5) IK Pinning</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" checked id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html"><b><u>5) IK Pinning</u></b></a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - 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<ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Lesson 5: IK Pinning <span class="professionalTag">Professional</span></h1><p class="textBlock">Learn how to use the Child-Of constraint to pin an IK Handle so that it keeps its position and rotation.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/xhTDVttLLUs?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
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+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
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+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
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+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" checked id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html"><b><u>5) IK Pinning</u></b></a></li>
+</ol>
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+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
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+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
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+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
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+<li class="file"><a href="Configuration.html">Configuration</a></li>
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+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
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+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Lesson 5: IK Pinning <span class="professionalTag">Professional</span></h1><p class="textBlock">Learn how to use the Child-Of constraint to pin an IK Handle so that it keeps its position and rotation.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/xhTDVttLLUs?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Further reading</h2><p class="textBlock">Links to additional learning material related to this lesson.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="ProLesson2.html" class="link">UMotion Tutorial - Inverse Kinematics</a></span></li> <li class="listItem"><span class="listText"><a href="ProLesson3.html" class="link">UMotion Tutorial - Child-Of Constraint</a></span></li> <li class="listItem"><span class="listText"><a href="ChildOf.html" class="link">UMotion Manual - Child-Of</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProfessionalExclusive.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProfessionalExclusive.html index 4c0620cd..5847ca13 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProfessionalExclusive.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProfessionalExclusive.html @@ -1,236 +1,236 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - UMotion Pro</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink"><b><u>UMotion Pro</u></b></a></label> <input type="checkbox" checked id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - 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</div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">UMotion Pro Exclusive</h1><p class="textBlock">The video tutorials in this playlist cover all features that are exclusive to UMotion Pro users.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
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+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
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+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
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+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
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+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
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+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
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+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
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+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
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+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
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+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
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+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
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+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
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+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">UMotion Pro Exclusive</h1><p class="textBlock">The video tutorials in this playlist cover all features that are exclusive to UMotion Pro users.</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProjectSettings.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProjectSettings.html index 9a2d60f7..aacca7c8 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProjectSettings.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProjectSettings.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Project Settings</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" checked id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html"><b><u>Project Settings</u></b></a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Project Settings</h1><img src="../images/ProjectSettings.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Project Settings</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
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+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" checked id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html"><b><u>Project Settings</u></b></a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Project Settings</h1><img src="../images/ProjectSettings.png" class="image"></img>
<p class="imageText">Project Settings Window</p><h2 class="headline2" id="">Project Settings</h2><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -317,12 +317,12 @@ </ul> </td> </tr> -</table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/QuickStart.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/QuickStart.html index 7af3a1cb..2432732b 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/QuickStart.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/QuickStart.html @@ -1,240 +1,240 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Quick Start Tutorial</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" checked id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html"><b><u>Quick Start Tutorial</u></b></a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Quick Start Tutorial</h1><p class="textBlock">Learn the basics of UMotion in less than 5 minutes.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/beH_hB4YwaY?ecver=1" frameborder="0" allowfullscreen></iframe> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
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+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Quick Start Tutorial</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
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+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" checked id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" checked id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html"><b><u>Quick Start Tutorial</u></b></a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Quick Start Tutorial</h1><p class="textBlock">Learn the basics of UMotion in less than 5 minutes.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/beH_hB4YwaY?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText"></p><h2 class="headline2" id="">Further reading</h2><p class="textBlock">Links to additional learning material related to this lesson.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="VideoTutorials.html" class="link">All Video Tutorials</a></span></li> <li class="listItem"><span class="listText"><a href="InPractice2.html" class="link">UMotion "In Practice" - Editing Animations</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ReleaseNotes.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ReleaseNotes.html index a494fab6..a5831cbc 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ReleaseNotes.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ReleaseNotes.html @@ -1,1034 +1,1034 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Release Notes</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - 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</div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Release Notes</h1><p class="textBlock">This is an overview of all bug fixes and new features of UMotion. The manual version always corresponds to the UMotion software version.</p><h3 class="headline3" id="">Version Number Definition</h3><img src="../images/VersionDefinition.png" class="image"></img> -<p class="imageText">Version Number Definition</p><table class="themeTable"> - <tr class="themeTableRow"> - <th class="themeTableHeader">Version Number</th> - <th class="themeTableHeader">Description</th> - </tr> - <tr class="themeTableRow"> - <td class="themeTableCell" style="white-space: nowrap;">Major Version</td> - <td class="themeTableCell">The major version is only incremented for a new generation with major changes.</td> - </tr> - <tr class="themeTableRow"> - <td class="themeTableCell" style="white-space: nowrap;">Minor Version</td> - <td class="themeTableCell">The minor version is incremented every time a new feature was added or changed.</td> - </tr> - <tr class="themeTableRow"> - <td class="themeTableCell" style="white-space: nowrap;">Patch or Beta</td> - <td class="themeTableCell">Determines if this is a patch ("p") or a beta ("b") version. Patch 0 is the initial version release and does not include the "p". </td> - </tr> - <tr class="themeTableRow"> - <td class="themeTableCell" style="white-space: nowrap;">Patch or Beta Version</td> - <td class="themeTableCell">The patch release is incremented with every version that contains only bug fixes or changes to the manual. The patch number always starts with 1. - </br> - </br>The beta version is incremented with every change related to the current beta generation (includes bug fixes, new features or changes to the manual). Beta versions are watermarked as "beta" in the Clip Editor and are not available via the Asset Store.</td> - </tr> -</table></br></br><h2 class="headline2" id="">UMotion V1.22p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed a null reference exception that appears in Unity 2018.4 when the "Unity Recorder" package is installed, a clip is selected in Unity Timeline and "Sync" is clicked in the Clip Editor.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.22p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that clicking on the remove all animation layers button doesn't remove the keys of those layers. Creating a new animation layer afterwards thus contains the old keys.</span></li> - <li class="listItem"><span class="listText">Fixed that when adding an animation clip to the import dialog and more than 10 transforms of that animation clip do not exist in this project, the clip can not be imported.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.22p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Selecting bones/transforms isn't possible when Pro Builder is not in object selection mode. As a consequence, UMotion now automatically sets Pro Builder into object selection mode whenever a UMotion bone is selected.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.22</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Holding <span class="keyboardKey">Alt</span> while clicking on a constraint's foldout arrow (in Config Mode) now folds/unfolds all constraints.</span></li> - <li class="listItem"><span class="listText">The name of a "Custom Property Constraint" is now used as its title in the Config Mode constraint panel. This makes it easier to seek for custom properties even when they are folded.</span></li> - <li class="listItem"><span class="listText">It is now possible to assign the value of a setting of a "Custom Property Constraint" to all currently selected custom properties (in Config Mode).</span></li> - <li class="listItem"><span class="listText">"Custom Properties" are now automatically folded in the Config Mode constraint panel. This increases performance when huge number of custom properties are used.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that the "Custom Property" constraint setup isn't displayed correctly in the Pose Editor when the Pose Editor's vertical scroll bar is visible.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added a hint to the "Config Mod / Configuration" chapter describing how to fold/unfold all constraints at once.</span></li> - <li class="listItem"><span class="listText">Added a hint to the "Custom Property" chapter regarding mass apply of settings.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.21p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that switching the animation layer samples the current pose incorrectly if the animation contains a custom property in controller mode.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.21</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Changing the framerate of an animation clip doesn't automatically scale the keys/events anymore (this gives the user more flexibility/choices). Keys/events can be manually scaled using the box tool in the dopesheet view.</span></li> - <li class="listItem"><span class="listText">When creating a new layer, the layer name text field is now automatically selected.</span></li> - <li class="listItem"><span class="listText">A new button was added to the playback navigation that allows toggling the playback stop behavior (i.e. return frame cursor to start or keep current position).</span></li> - <li class="listItem"><span class="listText">Changed default shortcut of "Focus Camera" to <span class="keyboardKey">F</span> (same is in Unity).</span></li> - <li class="listItem"><span class="listText">When no UMotion project is loaded, an info message is now shown that indicates that a project can be opened via the "File" menu.</span></li> - <li class="listItem"><span class="listText">The animation layers are now accessible via the UMotion API. This makes it easy to write a custom script that exports the same animation clip several times with different animation layers being active.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that the shortcuts of the playback settings add their changes to the undo stack while pressing the corresponding UI button don't.</span></li> - <li class="listItem"><span class="listText">Fixed that *.FBX export only works correctly when the base layer is selected.</span></li> - <li class="listItem"><span class="listText">Fixed that assigning a GameObject to the Pose Editor while in prefab mode is not prevented.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Updated the "Clip Editor/Main Navigation/Clip Settings" chapter related to the changed framerate editing behavior.</span></li> - <li class="listItem"><span class="listText">Updated the "Clip Editor/Playback Navigation" chapter based on the new button that has been added to the playback navigation area.</span></li> - <li class="listItem"><span class="listText">Updated the "UMotion API" chapter based on the added functionalities.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.20p08</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that animation curves of a generic animation where the left tangent of the first key or the right tangent of the last key is set to "weighted" isn't played by Unity's animation system.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.20p07</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Regression: Fixed that moving the frame cursor (green arrow) directly after playback stopped (due to reaching the end) doesn't update the pose of the character.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.20p06</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that the "toggle IK Pinning" shortcut (<span class="keyboardKey">I</span>) isn't disabled in additive animation layers.</span></li> - <li class="listItem"><span class="listText">Fixed that "Auto Key" and "IK Pinning" doesn't work after animation playback finished due to reaching the end (and not moving the frame cursor in the meantime).</span></li> - <li class="listItem"><span class="listText">Fixed that undoing the creation of a rotation key in an additive layer causes the pose to be sampled incorrectly when switing back to the base layer.</span></li> - <li class="listItem"><span class="listText">Fixed that restarting UMotion while any script in the current Unity project has a syntax/compilation error keeps the "Reloading Assemblies" dialog opened.</span></li> - <li class="listItem"><span class="listText">Fixed that sometimes an error message "Unable to resolve reference " is displayed when importing UMotion for the first time (or in some cases when starting Unity).</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.20p05</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that curve of the CustomPropertyConstraint in "Animator Paramameter" mode isn't exported with normalized frame times when exporting as *.FBX.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.20p04</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that the CustomPropertyConstraint doesn't preview animated material properties.</span></li> - <li class="listItem"><span class="listText">Fixed that when the CustomPropertyConstraint animates the "GameObject.SetActive" property it doesn't reset it to it's default value when switching to Config Mode.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.20p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Regression: Fixed an exception that is thrown when opening a custom Unity editor layout that contains UMotion windows.</span></li> - <li class="listItem"><span class="listText">Fixed that UMotion automatically saves all files to disk (and not letting Unity decide when to write changes to disk). This works around a Unity bug that freezes Untiy on Mac OS and Linux when the Unity preferences setting "Verify Save Assets" is enabled and UMotion is opened.</span></li> - <li class="listItem"><span class="listText">Fixed that FBX exporter exports animated properties even if they are disabled (Config Mode) or have no key frames.</span></li> - <li class="listItem"><span class="listText">Regression: Fixed that when selecting multiple keys in the Dopesheet they get immediately deselected if the property (e.g. rotation) of the last selected key is not enabled on the bone/transform of the first selected key.</span></li> - <li class="listItem"><span class="listText">Regression: Fixed that an animated property stays selected when it is disabled.</span></li> - <li class="listItem"><span class="listText">Regression: Fixed that selected properties/keys in the Clip Editor are deselected when any other UI control (e.g. button, text box,...) is clicked.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.20p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Regression: Fixed an exception that is thrown when using a tool assistant window while pivot is set to "global".</span></li> - <li class="listItem"><span class="listText">Fixed that keypad enter can't be used to confirm changes of input fields.</span></li> - <li class="listItem"><span class="listText">Fixed that typing a value into a tool assistant window and selecting a different bone applied the changed value to that bone.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.20p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Regression: Fixed that bones/transforms get deselected whenever a key is created (either manually or via "Auto Key").</span></li> - <li class="listItem"><span class="listText">Fixed an endless loop when a GameObject is assigned to the Pose Editor that doesn't contain all bones/transforms defined in the UMotion project.</span></li> - <li class="listItem"><span class="listText">Fixed that transforms with spherical shape had a box shaped collider.</span></li> - <li class="listItem"><span class="listText">Fixed that bone/transform colliders aren't at the correct position when using UMotion in (paused) play mode.</span></li> - <li class="listItem"><span class="listText">Fixed that frame cursor doesn't return to the start position after playback stopped.</span></li> - <li class="listItem"><span class="listText">Fixed that minimizing the maximized Clip Editor closed the current UMotion project.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.20</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Selecting keys in the dopesheet now automatically selects the related animated property and the related bone/transform.</span></li> - <li class="listItem"><span class="listText">Copy & paste reworked: It's now possible to copy & paste between compatible animated properties.</span></li> - <li class="listItem"><span class="listText">Key context menu entry "Select in Scene View" renamed to "Select and Set Frame Cursor".</span></li> - <li class="listItem"><span class="listText">New minimum requirement for UMotion is Unity 2017.4 (or higher).</span></li> - <li class="listItem"><span class="listText">UMotion now uses assembly definition files for all *.cs files. If desired, UMotion can thus now be placed inside a "Plugins" folder.</span></li> - <li class="listItem"><span class="listText">Channels that are not allowed to contain keys in an additive layer are now greyed out in the Animated Properties List.</span></li> - <li class="listItem"><span class="listText">UMotion isn't installed to the "Editor Default Resources" folder anymore.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that the Child-Of constraint doesn't correctly calculate the position/rotation when the animated character is scaled.</span></li> - <li class="listItem"><span class="listText">Fixed that "select all" in curves view selectes also keys of curves that are hidden (via the eye symbol in the animated properties list).</span></li> - <li class="listItem"><span class="listText">Fixed that hiding a curve in curves view via the eye symbol in the animated properties list, doesn't deselect selected keys of that curve.</span></li> - <li class="listItem"><span class="listText">Fixed that the tool assistant window isn't correctly displayed in the scene view when "Aura 2" asset is installed in the Unity project.</span></li> - <li class="listItem"><span class="listText">Fixed that the move tool doesn't allow moving the hips and the IK pinned legs simultaneously.</span></li> - <li class="listItem"><span class="listText">Fixed that the label in the animation event function search window was truncated.</span></li> - <li class="listItem"><span class="listText">Fixed that it was possible to add keys to channels that are not allowed to contain keys in an additive layer (e.g. the Child-Of Parent channel).</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Updated "Dopesheet / Curves View" chapter based on the changed context entry menu.</span></li> - <li class="listItem"><span class="listText">Changed minimum required Unity version to 2017.4 on first page of manual.</span></li> - <li class="listItem"><span class="listText">Removed known issues that are related to Unity versions older than 2017.4.</span></li> - <li class="listItem"><span class="listText">Updated the UMotion folder description in the "Getting Started" chapter.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.19p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that custom joints/transforms (like the IK handles) are displayed with the wrong size if a Unity UI canvas is within the GameObject's hierarchy.</span></li> - <li class="listItem"><span class="listText">Fixed that right-click on key then clicking on "Left Tangent --> Constant" automatically sets the right tangent to constant, too. The expected behavior would be that the right tangent is set to "free" instead.</span></li> - <li class="listItem"><span class="listText">Fixed an error message that is shown when the "Sync" button is clicked when the "Unity Recorder" package is installed in Unity 2018.4.</span></li> - <li class="listItem"><span class="listText">Fixed that quaternion rotation curves of generic animation clips aren't exported correctly if the last scale curve in the animation has no key.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.19p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that in some cases animated characters got invisible in the scene view.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when UMotion is installed without the UMotion manual.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.19p01</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Experimental: Setting to instruct UMotion to directly create root motion curves for humanoid *.anim files.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that control is used instead of command for shortcuts and various other actions (like multi-selecting) on Mac.</span></li> - <li class="listItem"><span class="listText">Fixed that the delete shortcut doesn't work on Mac.</span></li> - <li class="listItem"><span class="listText">Fixed the naming of the shortcut modifiers in the preferences window on Mac.</span></li> - <li class="listItem"><span class="listText">Fixed that sometimes the dopesheet is zoomed while the animated properties list is scrolled via the touchpad on Mac.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added descriptions of the new root motion settings in the "Clip Settings" chapter.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.19</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">All input fields now support mathematical expressions (e.g. "5+4").</span></li> - <li class="listItem"><span class="listText">The position/rotation/scale properties of generic bones can now be enabled/disabled in config mode. This is useuful for reducing the number of animated properties displayed in the Clip Editor.</span></li> - <li class="listItem"><span class="listText">The IK Setup Wizard now automatically hides the scale properties of the IK Handle and the IK Pole Handle.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that the keys of the IK pole rotation property contribute to the total clip length even though the pole rotation property isn't used (because a pole target is used instead).</span></li> - <li class="listItem"><span class="listText">Fixed that the playback end cursor (white arrow) was reset to the clip end when switching clips.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when exporting an animation with a custom component property where the related component is missing.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed a typo in the "UMotion API" chapter.</span></li> - <li class="listItem"><span class="listText">Added a description of the new "Properties" setting to the "Pose Editor/Config Mode/Configuration" chapter.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.18p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when copying an euler rotation key to a quaternion rotation property or the other way around.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when importing a umotion project that contains animation layers into another umotion project.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when importing an animation clip and a custom property constraint is used.</span></li> - <li class="listItem"><span class="listText">Added a workaround for a Unity GUI bug that causes an exception under specific circumstances when the rotation tool assistant window is shown.</span></li> - <li class="listItem"><span class="listText">UMotion now ignores an exception that is thrown by 3rd party code when UMotion changes the Unity editor's playmode.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.18</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">All scriptable render pipelines (LWRP, HDRP, custom SRP) are now officially supported.</span></li> - <li class="listItem"><span class="listText">Added an official UMotion scripting API.</span></li> - <li class="listItem"><span class="listText">Improved the behaviour when copying & pasting rotation keys from one clip to the other when the clips use different rotation modes.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an incompatibility issue with Bolt 2.0.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when a GameObject with bones/transforms that contains slashes in their names has been added to the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Fixed that an inactive GameObject that is assigned to the Pose Editor is deleted.</span></li> - <li class="listItem"><span class="listText">Fixed that exporting an FBX fails if the animated GameObject's root has one direct child with the exact same name as the root.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added the "UMotion API" chapter.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.17p06</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that enabling IK Pinning rotated the IK target in a wrong way in case the character's root is rotated.</span></li> - <li class="listItem"><span class="listText">Fixed that the global move tool assistant doesn't work correctly when moving a transform that is controlled by a Child-Of constraint.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.17p05</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Reverted the fix applied in V1.17p04 regarding the offset of the "UMotion Lock" hierarchy label as the problem has been fixed in Unity 2019.1.1f1 and higher.</span></li> - <li class="listItem"><span class="listText">Fixed that applying a GameObject to the Pose Editor causes the whole screen to get black when HDRP is used. Rendering will still appear darker then it should, this is caused by a Unity bug and has been reported to Unity.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.17p04</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when a GameObject is assigned to the Pose Editor in Unity 2019.1 when HDRP is used.</span></li> - <li class="listItem"><span class="listText">Fixed that when using the rect selection to select a master key, read-only key are also selected.</span></li> - <li class="listItem"><span class="listText">Fixed that pressing "Space" in the Clip Editor in Unity 2019.1 opened the Clip selection popup instead of exectuing the shortcut assigned to "Space".</span></li> - <li class="listItem"><span class="listText">Fixed that the "UMotion Lock" hierarchy label has an offset in Unity 2019.1.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.17p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed rig rendering when HDRP/LWRP are used.</span></li> - <li class="listItem"><span class="listText">Fixed an error message that is shown when clicking the clear button in the Pose Editor when HDRP is used.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown under specific circumstances when a GameObject is applied to the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Catched an exception that is thrown under specific circumstances when clicking the "Sync" button and replaced it with an error message.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added "IK pinned hand/foot jitter's in the exported animation" to the "Exporting Animations FAQ".</span></li> - <li class="listItem"><span class="listText">Added the video "Episode 3: Customizing an animation for a RPG" to the "Video Tutorials" chapter.</span></li> - <li class="listItem"><span class="listText">Added the video "Episode 4: Unity Timeline & Weighted Tangents" to the "Video Tutorials" chapter.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.17p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed a regression (introduced in V1.16p03) that caused scaled GameObjects to offset their position when they are applied to the Pose Editor.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.17p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that rotation continuity wasn't always ensured when exporting an animation clip as humanoid *.anim.</span></li> - <li class="listItem"><span class="listText">Exceptions that are thrown by any non UMotion script in the OnProjectChanged() callback while UMotion imports an animation are ignored now.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when a component property that is animated in the current UMotion project is removed from the component's script.</span></li> - <li class="listItem"><span class="listText">Exceptions that are thrown by any non UMotion script in the OnDisabled() callback when UMotion is removing a GameObject from the Pose Editor are ignored now.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when an animation clip is imported that contains a humanoid property with no key frames.</span></li> - <li class="listItem"><span class="listText">Fixed that the curve editor's context menu item "Edit Key" could be clicked (and thus lead to an exception) when an event was selected but no key.</span></li> - <li class="listItem"><span class="listText">Fixed that data that is re-created by undo/redo still has it's old event listeners registered.</span></li> - <li class="listItem"><span class="listText">Ignores exceptions that are thrown by other scripts when AssetImporter.SaveAndReimport() is called when importing animations into UMotion.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.17</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Clearing a GameObject from the Pose Editor but keeping the current pose in scene is now possible by clicking the dropdown arrow next to the "Clear" button.</span></li> - <li class="listItem"><span class="listText">Reworked the GameObject locking mechanism ("UMotion Lock") to better incoperate with Unity's new prefab workflow (introduced in Unity 2018.3).</span></li> - <li class="listItem"><span class="listText">When syncing UMotion with Unity Timeline, the animated GameObject isn't temporarly removed from Unity Timeline anymore.</span></li> - <li class="listItem"><span class="listText">It is not possible to create a prefab of a GameObject that is locked by UMotion anymore.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when a GameObject that is a child in new prefab (Unity 2018.3 or above) is applied to the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when Unity is started and the project contains a prefab with a UMotionLock component.</span></li> - <li class="listItem"><span class="listText">Fixed that the FBX exporter doesn't export the clip settings correctly (e.g. loop, start frame, end frame,...).</span></li> - <li class="listItem"><span class="listText">Fixed that modal windows aren't automatically closed when the parent window is closed.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when clicking on the File menu (Clip Editor) and there are backup files with an invalid name in the backup directory.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">"Unity Timeline Integration" chapter: Updated text to indicate that GameObjects aren't removed from Timeline anymore.</span></li> - <li class="listItem"><span class="listText">Updated the "Pose Editor" chapter based on the latest implementation changes.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.16p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that when an *.FBX file is exported again by UMotion the Animator Controller looses the reference to animation clips contained in that *.FBX file.</span></li> - <li class="listItem"><span class="listText">Fixed a regression (introduced in V1.16p02) causing IK on generic bones to not beeing exported to *.anim correctly.</span></li> - <li class="listItem"><span class="listText">Fixed that UMotion's animation preview doesn't preview the root position of a generic animation correctly if the root transform is scaled.</span></li> - <li class="listItem"><span class="listText">Fixed that the interpolation of rotation curves of generic animations is slightly different when exported to *.anim (than in UMotion).</span></li> - <li class="listItem"><span class="listText">Fixed that euler/quaternion continuity for generic bones that used multiple layers or constraints wasn't ensured when exported to *.anim.</span></li> - <li class="listItem"><span class="listText">Fixed wrong method name in GUICompatibilityUtility.cs.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when a corrupted humanoid character is applied to the pose editor.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.16p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that rotation curves of a generic animation aren't exported correctly to *.anim when an IK constraint is applied to a sibling or a parent in the hierarchy.</span></li> - <li class="listItem"><span class="listText">Fixed an exception when clicking on "OK" in the "Add Mirror Mapping" dialog when the "Mirror Mapping" dialog has already been closed.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.16p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed compile errors in Unity 2019.1 when the Unity Timeline package isn't installed.</span></li> - <li class="listItem"><span class="listText">A broken animation clip can now be detected and automatically deleted to prevent exceptions caused by that clip.</span></li> - <li class="listItem"><span class="listText">The animation export now skips animation clips that are faulty instead of generating unhandled exceptions.</span></li> - <li class="listItem"><span class="listText">Fixed that the *.FBX exporter on Mac OS exports wrong values for rotation curves under some circumstances.</span></li> - <li class="listItem"><span class="listText">Fixed that auto key ("generate") creates keys when keys are dragged in the Dopesheet.</span></li> - <li class="listItem"><span class="listText">Changed all materials in the example scene to use an "Unlit" shader so that they are displayed correctly across each render pipeline.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.16</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Line numbers are now displayed in exception stack traces.</span></li> - <li class="listItem"><span class="listText">Added a warning messages to the animation importer when a bone/transform that is animated in the imported animation is locked in the UMotion project. Furthermore a dialog appears that asks if the locked bones/transforms should be automatically re-configured to show the animation.</span></li> - <li class="listItem"><span class="listText">Improved the text that is displayed in the "Channels" section of the Pose Editor when a locked bone/transform is selected.</span></li> - <li class="listItem"><span class="listText">Added helping links to the export settings and the export log window that refer to the "Exporting Animations FAQ".</span></li> - <li class="listItem"><span class="listText">Added a warning dialog when a GameObject is assigned to the Pose Editor for the first time and bones/transforms have duplicate names.</span></li> - <li class="listItem"><span class="listText">Added an error message when exporting *.fbx animations and duplicate names are found in bones/transforms.</span></li> - <li class="listItem"><span class="listText">Added a "Tip" to the clip import dialog regarding humanoid animator IK.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that UMotion windows are closed everytime Unity is opened (happens only in HDRP projects).</span></li> - <li class="listItem"><span class="listText">Fixed that a script with an obfuscated name is shown in the "Add Component" menu.</span></li> - <li class="listItem"><span class="listText">Fixed that the description in the "Key Dialog" window is cut off.</span></li> - <li class="listItem"><span class="listText">Fixed that UMotion thinks it crashed if a 3rd party script throws an exception in "MonoBehaviour.OnValidate()".</span></li> - <li class="listItem"><span class="listText">Fixed that some special operations (e.g. deleting only a single key and then closing the project) don't set the umotion project dirty thus are not stored.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added a new chapter "Exporting Animations FAQ". Helps troubleshooting issues related to exporting animations.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.15p04</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that the camera isn't rendered correctly when a character is applied to the pose editor due to HD render pipeline's fog.</span></li> - <li class="listItem"><span class="listText">Fixed that it's not possible to assign a shortcut to "Frame View" (Curves).</span></li> - <li class="listItem"><span class="listText">Fixed a crash when trying to create a "Custom IK" chain with the IK Setup Wizard when the target bone is locked.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.15p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed wrong text rendering in all UMotion windows when UMotion is used together with Unity's new editor skin.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when the IK handel's parent is set to be the IK target and the operation is undone and then redone.</span></li> - <li class="listItem"><span class="listText">Fixed a compile error when using UMotion in Unity 2019.1.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.15p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that continuity was not ensured for quaternion curves of exported *.anim files.</span></li> - <li class="listItem"><span class="listText">Fixed a crash that appears when the curves view is opened, selection syncing between Pose and Clip Editor is enabled and the opened animation clip is deleted.</span></li> - <li class="listItem"><span class="listText">Fixed a crash that can appear on Linux/Mac OS under certain circumstances when UMotion is opened/reloaded after an assembly reload.</span></li> - <li class="listItem"><span class="listText">Fixed a crash that appears under certain circumstances when pressing the "Cleanup" button in Config Mode and selection syncing is enabled.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.15p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when having multiple keys selected in the Curves View, editing their value via the "Edit Keys" context menu and then scaling the keys via the rect tool before the "Edit Keys" dialog is closed.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when right clicking in the Curves View when no animated property is selected.</span></li> - <li class="listItem"><span class="listText">Fixed that UMotion accidentally thinks that it crashed when other assets throw an exception in OnWillSaveAssets() while UMotion is restoring the animation compression setting while importing an animation clip.</span></li> - <li class="listItem"><span class="listText">Fixed that when the synchronized selection is enabled, the curve view displays a curve even though no animated property is selected anymore.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.15</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added a new button "↔ Clip Editor" to the Selection section in the Pose Editor. When enabled, the selection of the Pose Editor and of the Clip Editor is synchronized. This mode is enabled by default.</span></li> - <li class="listItem"><span class="listText">Added a new menu item "Select Property Keys in Clip Editor" to the context menu of the Channels section in the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Added a new menu item "Select All keys" to the contex menu of the Animated Properties List.</span></li> - <li class="listItem"><span class="listText">Selecting a property in the Animated Properties List in the Clip Editor, doesn't select all keys of that property anymore.</span></li> - <li class="listItem"><span class="listText">Generic animation clips exported as *.anim now show the root motion settings in the Inspector.</span></li> - <li class="listItem"><span class="listText">Vertex weight visualization has been removed due to incompatibility with newer Unity versions.</span></li> - <li class="listItem"><span class="listText">Added a "duplicate clip" button to the Clip Editor.</span></li> - <li class="listItem"><span class="listText">Decreased the space required by the Playback Navigation bar in order to ensure that all buttons are visible even on small screens.</span></li> - <li class="listItem"><span class="listText">Added a "Select In Scene" menu item to the Dopesheet/Curves View context menu. Can also be triggered by holding alt while selecting a key.</span></li> - <li class="listItem"><span class="listText">Added a context menu to the time ruler. Can be used to set the playback start/end frame.</span></li> - <li class="listItem"><span class="listText">Added a "Crop" feature that allows cropping whole animation clips. The start/end frame is defined by the playback start/end frame. The feature can be reached via "Edit / Crop to Playback" or via the context menu in the Dopesheet/Curves View.</span></li> - <li class="listItem"><span class="listText">Added a "Reverse" feature that allows reversing selected keys of an animation clip. The feature can be reached via "Edit / Reverse" or via the context menu in the Dopesheet/Curves View.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that the last selected clip name is displayed in the popup button of the Clip Editor even if the project is already closed.</span></li> - <li class="listItem"><span class="listText">Fixed that the tangent mode of keys of generic animation clips wasn't exported correctly in Unity 5.5 and Unity 5.6.</span></li> - <li class="listItem"><span class="listText">Fixed that the rect tool handles aren't calculated correctly when child-of keys are selected.</span></li> - <li class="listItem"><span class="listText">Fixed that reversing the child-of constraint via the rect tool isn't reversing the constant interpolated curve correctly.</span></li> - <li class="listItem"><span class="listText">Fixed that when an IK driven bone is selected in the IK rig layer, tools manipulated the corresponding FK bone. The tool should do nothing instead.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added a description of the new button in the Selection chapter of the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Updated the description of the context menu in the Channels chapter.</span></li> - <li class="listItem"><span class="listText">Updated the description of the context menu in the Animated Properties List chapter.</span></li> - <li class="listItem"><span class="listText">Removed the descriptions related to the vertex weight visualization from the "Pose Editor -> Options" and "Pose Editor -> Display" chapters.</span></li> - <li class="listItem"><span class="listText">Added a description of the new "duplicate clip" button to the "Clip Editor -> Main Navigation" chapter.</span></li> - <li class="listItem"><span class="listText">Updated the screenshots in the "Clip Editor" and "Clip Editor -> Playback Navigation" chapters.</span></li> - <li class="listItem"><span class="listText">Added descriptions for the new menu items in the "Clip Editor -> Menu Bar -> Edit" chapter.</span></li> - <li class="listItem"><span class="listText">Added descriptions for the new menu items in the "Clip Editor -> Dopesheet / Curves View" chapter.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.14p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that white boxes randomly appeared on some PCs as soon a character is assigned to the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Fixed that the text in the Shortcut Binding Dialog has no word wrap.</span></li> - <li class="listItem"><span class="listText">Fixed that euler continuity wasn't ensured when using "Copy To Other Side" in combination with "Auto Key".</span></li> - <li class="listItem"><span class="listText">Fixed that transforms that don't exist in an *.FBX file that is updated by the exporter cause an error message even if their visibility is set to "Locked" in UMotion.</span></li> - <li class="listItem"><span class="listText">Fixed a compile error in Untiy 2018.3 and added support for the new "ApplySceneOffsets" mode in Unity Timeline's animation tracks.</span></li> - <li class="listItem"><span class="listText">Fixed that the FBX exporter exported events on the wrong frame position.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.14</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">The Auto/Clamped Auto tangent mode has been reworked. In case the clip is looped, it now calculates the tangents of the first and last key in such a way that they interpolate seamlessly.</span></li> - <li class="listItem"><span class="listText">Improved the wording of the \"This clip is not compatible with this project.\" error message shown when importing a generic animation that uses an incompatible rig.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed a crash that appears when importing a clip from a umotion project with a child-of curve that has no parent selected into an existing umotion project.</span></li> - <li class="listItem"><span class="listText">Fixed a GUI related crash that can appear under very specific circumstances.</span></li> - <li class="listItem"><span class="listText">Fixed a crash in Unity 2018.2 when synchronized with Unity Timeline and playback is stopped.</span></li> - <li class="listItem"><span class="listText">Fixed that *.anim export always exported clips at 60 fps in Unity 2018.2.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Updated the "Playback Navigation", "Clip Settings" and "Dopesheet / Curves View" chapters based on the changes of the Auto/Clamped Auto tangent mode.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.13p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that the text in the "Calibrate Character Front" (IK Setup Wizard) window was truncated.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when exporting an animation clip that has invalid characters in it's name.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when the FBX SDK dll wasn't updated correctly when installing a UMotion update.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown under very specific circumstances when clearing the animated GameObject from the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Implemented a workaround for the "TypeLoadExcpetion" that is thrown every time when Unity 2018.2 is opened.</span></li> - <li class="listItem"><span class="listText">Implemented a workaround for the GUI textures beeing randomly unloaded by Unity 2018.2.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that appears under specific circumstances when enabling vertex weight rendering.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when "Cleanup" is pressed and IK chain members are thus removed.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.13p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed GUID conflicts.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.13</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">The *.fbx file scale can now be defined in the export settings.</span></li> - <li class="listItem"><span class="listText">Export to FBX is now also supported on Mac OSX.</span></li> - <li class="listItem"><span class="listText">The dopesheet context menu now also displays the "Add keys To All Properties" item when a master key or an animation event was clicked.</span></li> - <li class="listItem"><span class="listText">The context menu that is used to switch between animation clips is now sorted alphabetically.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when the About Dialog is opened.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when exporting a *.fbx animation and the defined export directory does not exist.</span></li> - <li class="listItem"><span class="listText">Fixed that the total *.fbx file grows with each export when updating an existing *.fbx file.</span></li> - <li class="listItem"><span class="listText">Fixed that the framerate isn't correctly exported when exporting as *.fbx.</span></li> - <li class="listItem"><span class="listText">Fixed that root motion isn't previewed correctly when the animated character is scaled.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that can occur under specific circumstances when clicking on the "Calibrate Character Front" button in the IK setup wizard.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that can occur under specific circumstances when creating a humanoid IK rig using the IK setup wizard.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when exporting a clip that has a custom property in "component property" mode with no GameObject assigned.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when pressing <span class="keyboardKey">CTRL</span> + <span class="keyboardKey">D</span> while dragging keys in the Clip Editor.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added a description of the "File Scale" property in the "Clip Editor / Main Navigation / Project Settings" chapter.</span></li> - <li class="listItem"><span class="listText">Updated the "Import/Export" chapter based on the latest changes.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.12p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when opening a umotion project that has keys at frames below 0.</span></li> - <li class="listItem"><span class="listText">Installed a workaround for a bug in Unity 2018.2 that causes most GUI labels to be displayed incorrectly.</span></li> - <li class="listItem"><span class="listText">Installed a workaround for a bug in Unity 2018.2 that causes the colliders of the bones not to update.</span></li> - <li class="listItem"><span class="listText">Fixed a few exceptions that are thrown under very specific circumstances by the GUI system.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.12p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that when the Child-Of Parent (or IK Pinning) property is changed, existing keys are not updated correctly.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown in various scenarios when using a Child-Of (IK Pinning) constraint.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown in some specific scenarios when creating keys via the key selected dialog.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that can occur on Mac OS when the Clip Editor window is opened.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that can be thrown under specific circumstances when a project is closed.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that can be thrown under specific circumstances when a project is imported.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.12p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when deleting two animation clips in sequence while the curves view is visible.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when undoing the creation of a new project (when another project was previously opened).</span></li> - <li class="listItem"><span class="listText">Undoing/redoing switching between UMotion projects is not supported anymore as there a various cornern cases that can cause exceptions.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added a video tutorial chapter for tutorials created by the Youtuber "Jayanam".</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.12</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">The core architecture was reworked in order to gain major performance improvements (especially when editing large animation clips).</span></li> - <li class="listItem"><span class="listText">Support for Unity 5.4 is deprecated. Please use Unity 5.5 or higher or keep using UMotion V1.11p02.</span></li> - <li class="listItem"><span class="listText">The "<unity-project>/UMotionAutoBackups" folder was moved to "<unity-project>/UMotionData/AutoBackups".</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exceptions that is thrown on Mac OS when a UMotion dialog window is opened.</span></li> - <li class="listItem"><span class="listText">Fixed that "File Format Changed" dialog is not shown when UMotion automatically openes the last used project.</span></li> - <li class="listItem"><span class="listText">Fixed that "File Format Changed" dialog is not shown when opening a project via the "Recently Opened Projects" menu item.</span></li> - <li class="listItem"><span class="listText">Fixed error messages that appear in the Unity Console regarding an invalid scale being assigned.</span></li> - <li class="listItem"><span class="listText">Fixed an endless loop when opening the curves view when the whole animation only has keys at the first frame.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Removed the description of known issue related to Unity versions that aren't supported anymore.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.11p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that all tangents instead of only the selected ones are inverted when applying a negative scale with the box tool.</span></li> - <li class="listItem"><span class="listText">Fixed that free tangents aren't inverted correctly by the box tool.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown clicking on an animated property using <span class="keyboardKey">ALT</span> + <span class="keyboardKey">Left Mouse Button</span> and no GameObject is assigned to the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when a GameObject that is currently locked by UMotion is duplicated (by duplicating a parent transform of it) as soon as "Clear" is pressed in the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Fixed a potential exception that can occure when dragging keys over existing keys.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when exporting in "Update existing FBX mode" and the FBX file that should be updated has been deleted.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when exporting an animation clip and a constraint dependency loop is detected.</span></li> - <li class="listItem"><span class="listText">Fixed various exceptions that appear when bones in an IK chain do not exist in the current animated GameObject.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.11p01</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">The "Quick Start Tutorial" is now shown in the welcome screen.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that tangent properties aren't inverted when keys are inverted using the box tool.</span></li> - <li class="listItem"><span class="listText">Ignoring an exception that is caused by a Unity bug in 2018.2.0 when AssetDatabase.Refresh() is called.</span></li> - <li class="listItem"><span class="listText">Fixed a null reference exception that appears under specific circumstances when editing an animation clip of a Unity Timeline sequence.</span></li> - <li class="listItem"><span class="listText">Fixed a null reference exception that appears under specific circumstances when using the IK Setup Wizard.</span></li> - <li class="listItem"><span class="listText">Fixed that the rotation tool assistant window width is too small in some specific situtations.</span></li> - <li class="listItem"><span class="listText">Fixed that the clip name of an animation clip that is exported for the first time isn't displayed in the title of the export progress bar dialog.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added a "Quick Start Tutorial" to the Video Tutorials chapter.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.11</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added FBX export functionality.</span></li> - <li class="listItem"><span class="listText">Added export settings to the project settings window. The export settings can also be reached via "File / Export / Export Settings".</span></li> - <li class="listItem"><span class="listText">Added Autodesk® FBX® copyright notice to "About" window.</span></li> - <li class="listItem"><span class="listText">Reduced the time consumed for exporting a humanoid animation that uses IK by 50%.</span></li> - <li class="listItem"><span class="listText">The export process now displays progress bars.</span></li> - <li class="listItem"><span class="listText">The "Unapplied Modifications" dialog displayed when switching from Config Mode to Pose Mode now offers an option to directly save the referenc pose.</span></li> - <li class="listItem"><span class="listText">Improved the Curves View: Curves now correctly preview how they behave after the clips last frame (loop, root motion).</span></li> - <li class="listItem"><span class="listText">Added box editing tool to the Clip Editor: Provides easy scaling of keys and events.</span></li> - <li class="listItem"><span class="listText">Added "ripple" mode when dragging or scaling keys/events (activated by holding <span class="keyboardKey">R</span>).</span></li> - <li class="listItem"><span class="listText">Improved the Rotation Tool Assistant.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when pressing the "Focus Camera" shortcut in some specific scenarios.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when all IK chain members are masked and the IK target's visibility is set to "locked".</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown in Pose Mode when all IK chain members of an IK constraint are masked.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added Autodesk® FBX® copyright notice to "Credits" chapter.</span></li> - <li class="listItem"><span class="listText">Added Eigen copyright notice to "Credits" chapter.</span></li> - <li class="listItem"><span class="listText">Updated "Clip Editor / Main Navigation / Project Settings" chapter based on latest implementation changes.</span></li> - <li class="listItem"><span class="listText">Updated "Clip Editor / Import/Export" chapter based on latest implementation changes.</span></li> - <li class="listItem"><span class="listText">Updated "Pose Editor / Tool Assistant" chapter based on latest implementation changes.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.10p04</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when importing an *.anim file that has key frames with invalid tangent modes.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown under very specific conditions when assigning a humanoid GameObject to the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown under very specific conditions when pressing <span class="keyboardKey">Tab</span> (= switch edit mode shortcut) when no preview object is selected in the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Improved exception handling so that other assets that throw exceptions in events like OnProjectChange() don't break UMotion's functionality.</span></li> - <li class="listItem"><span class="listText">Fixed exceptions that are thrown when AssetDatabase methods issue a nested OnGUI call.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.10p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when clicking on "Window --> UMotion Editor --> Manual" when the Clip Editor is not opened.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when clicking on "Window --> UMotion Editor --> Video Tutorials" when the Clip Editor is not opened.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown by the rotation tool assistant under very specific circumstances.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when undo is performed after the UMotion project file was deleted.</span></li> - <li class="listItem"><span class="listText">Fixed that UMotion windows are closed when restarting UMotion (regression V1.10p02).</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown undoing the deletion of a Custom Property constraint, changing the mode then delete the Custom Property constraint again.</span></li> - <li class="listItem"><span class="listText">Fixed that undoing the deletion of a Custom Property Constraint, the error dialog "Empty name not allowed" is displayed every time the mode is changed.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when vertex weight visualization is enabled on meshes that have no boneWeights defined.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.10p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that is thrown under very specific circumstances when pasting in the Clip Editor.</span></li> - <li class="listItem"><span class="listText">Fixed a "ReflectionTypeLoadException" that is thrown under specific circumstances.</span></li> - <li class="listItem"><span class="listText">Fixed compatibility with Unity Timeline in Unity 2018.2 (beta).</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown under very specific circumstances when opening the Clip Editor for the first time.</span></li> - <li class="listItem"><span class="listText">Added a error message box instead of some undefined behaviour when assigning a child or a parent GameObject of the GameObject already locked by UMotion to the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when assigning a GameObject with HideFlags.DontSave set.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when deleting the UMotion installation while a UMotion project (that is also deleted) is loaded in the Clip Editor.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when vertex weight visualization is enabled on a GameObject that has a SkinnedMeshRenderer with no bones.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown by the IK Setup Wizard when a bone is selected as target that doesn't exist in the current animated GameObject.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.10p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that the legacy GameObject "UMotion_EditorStatesSceneHelper" is only removed when UMotion is instantiated but not when a scene is opened.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.10</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added a backup system that automatically creates backups of the opened UMotion project (enabled by default).</span></li> - <li class="listItem"><span class="listText">The "Channels" section in the Pose Editor is now resizeable.</span></li> - <li class="listItem"><span class="listText">Added a search box to the "Channels" section of the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Implemented an update/general notification system.</span></li> - <li class="listItem"><span class="listText">Added tooltips to settings shown in the preferences window.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed various GUI layout exceptions when running in the Linux editor.</span></li> - <li class="listItem"><span class="listText">Fixed an exception when clicking on "Focus Camera" when no SceneView window exists in the current editor layout.</span></li> - <li class="listItem"><span class="listText">Fixed that "Focus Camera" doesn't make the SceneView window visible when hidden by another window.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Updated "Clip Editor / Preferences" chapter based on latest implementation changes.</span></li> - <li class="listItem"><span class="listText">Updated "Pose Editor / Pose Mode / Channels" chapter based on latest implementation changes.</span></li> - <li class="listItem"><span class="listText">Updated "Clip Editor / Menu Bar / File" chapter based on latest implementation changes.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.09p05</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed some Unity GUI Layout exceptions randomly appearing on Mac OS.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.09p04</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed various exceptions that are thrown when modifying keys via shortcuts (e.g. delete, paste,...) while they are dragged in the Clip Editor.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when pasting a key of a property that doesn't exist in the current project.</span></li> - <li class="listItem"><span class="listText">Fixed that dragging keys/events isn't stopped even though the window isn't focused anymore.</span></li> - <li class="listItem"><span class="listText">Fixed that auto key buttons aren't correctly placed in the UI layout.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.09p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that animations aren't imported completely "lossless" (even though the key frame reduction is set to "lossless") resulting in some noticeable jitter.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when manipulating the transform hierarchy of a GameObject currently locked by UMotion.</span></li> - <li class="listItem"><span class="listText">Fixed that the "Reference Pose" text overflows the tab UI element (in the Config Mode panel).</span></li> - <li class="listItem"><span class="listText">Fixed that the "Properties" tab was slightly bigger than the other tabs (in the Config Mode panel).</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when exporting humanoid animation clips (regression V1.09p02).</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.09p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when importing a generic animation in Unity 2017.1 or higher.</span></li> - <li class="listItem"><span class="listText">Fixed that exported euler rotations of generic animation clips differ from the euler curve created in UMotion.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.09p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when assigning a GameObject to the Pose Editor in play mode.</span></li> - <li class="listItem"><span class="listText">Fixed that broken tangents don't work in Unity 5.5 and 5.6.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.09</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added additional menu items to the "Window/UMotion Editor" menu: "Manual", "Video Tutorials" and "Contact Support".</span></li> - <li class="listItem"><span class="listText">Extending UMotion Pro's functionality is now possible via the <a href="Options.html#ExtendingUMotion" class="link">callback system</a>. This allows using e.g. FinalIK inside UMotion or writing new constraints (e.g. a "Look-At" constraint).</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Enabled the workaround for Known Issue 07 in Unity 2017.4.</span></li> - <li class="listItem"><span class="listText">Fixed that no error message is prompted when a name used for a custom IK target or custom IK pole target (in the IK Setup Wizard) is already taken by a humanoid bone.</span></li> - <li class="listItem"><span class="listText">Fixed that the warning message "Tiled GPU perf. warning: RenderTexture color surface was not cleared/discarded" is shown when Graphics Emulation is set to "OpenGL ES 2.0" and a GameObject is applied to the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Fixed that the warning message "The referenced script on this Behaviour is missing" is shown everytime Play Mode is started after UMotion has been uninstalled.</span></li> - <li class="listItem"><span class="listText">Fixed that the "Reference Mode" popup button in the IK Setup Wizard was thicker than the "Target Rotation" popup button.</span></li> - <li class="listItem"><span class="listText">Fixed that starting Play Mode in Unity 2018.1 caused an exception when a UMotion window was opened.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added "Extending UMotion" to the "Options" chapter.</span></li> - <li class="listItem"><span class="listText">Added an entry to the FAQ.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.08p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that is thrown in Unity 2018.1b12 when Unity Timeline is previewing an animation on the same GameObject as being used by UMotion.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.08p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Transforms added in Unity or custom joints/transforms added in UMotion that have the same name like a transform mapped as humanoid bone caused an unhandled exception when exporting an animation or applying the GameObject to the Pose Editor. Added additional error checks so that this situation doesn't occur anymore.</span></li> - <li class="listItem"><span class="listText">Fixed that bones are displayed with a wrong rotation if the animated GameObject has a rotated parent transform.</span></li> - <li class="listItem"><span class="listText">The "Resources" folder was renamed to "InternalResource" to avoid that the assets inside this folder are added to the built game when UMotion isn't installed in the "Editor Default Resources" folder. A clean install is required for this change to take effect.</span></li> - <li class="listItem"><span class="listText">Added an error message that is shown instead of an exception when UMotion script files are compiled into the wrong assembly. This happens for example when UMotion is placed inside a folder named "Plugins".</span></li> - <li class="listItem"><span class="listText">Fixed that in various situations a message box is displayed while importing a timeline animation clip indicating that the "Animation Preview" mode is going to be disabled.</span></li> - <li class="listItem"><span class="listText">Fixed that synchronization wasn't disabled when a new project created/loaded.</span></li> - <li class="listItem"><span class="listText">Fixed several GUI performance shortcomings.</span></li> - <li class="listItem"><span class="listText">Fixed that the shape of a transform isn't restored when it's deletion is undone.</span></li> - <li class="listItem"><span class="listText">Fixed that after undoing and redoing the IK creation (IK Setup Wizard) the pole targets aren't displayed in the IK color (blue by default).</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when undoing the deletion of an object that was used as IK target.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when undoing the deletion of an object that was used as IK pole target when switching back to Pose Mode.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when the Clip Editor window is closed while the Pose Editor is in config mode.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when a GameObject is assigned to the Pose Editor where bones have been deleted.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Updated the "Editor Default Resources" folder description in the "Getting Started" chapter.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.08</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">The algorithm of the IK Constraint was improved. The new constraint produces more stable results (less jitter). The new algorithm is automatically used when a new IK constraint is created. For compatibility reasons, old projects keep using the old implementation.</span></li> - <li class="listItem"><span class="listText">"Legacy Mode" property was added to the IK Constraint settings. Disable this property (in Config Mode --> Constraints tab) to use the new (more stable) IK algorithm.</span></li> - <li class="listItem"><span class="listText">The shape of transforms can now be changed in config mode. Available shapes: Solid, Wire Cube and Wire Sphere.</span></li> - <li class="listItem"><span class="listText">The IK Setup Wizard now automatically configures IK Handles to be displayed as "Wire Cubes" and IK Pole Targets as "Wire Spheres".</span></li> - <li class="listItem"><span class="listText">The IK Setup wizard now has "Create Pole Targets" enabled by default for human IK.</span></li> - <li class="listItem"><span class="listText">The IK Setup wizard now has "IK Handle" enabled by default for human IK "target rotation".</span></li> - <li class="listItem"><span class="listText">The rig rendering was reworked making UMotion compatible with Unity's new "Scriptable Render Pipeline" (introduced in Unity 2018.1).</span></li> - <li class="listItem"><span class="listText">The "Stick Deselected" color's default value was changed to gray. Additionally the color is now also used for dashed lines and wires.</span></li> - <li class="listItem"><span class="listText">The max. limit of the Size parameter for bones/transforms has been increased (Config Mode --> Properties and IK Setup Wizard).</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception when assigning a humanoid GameObject to the Pose Editor that has multiple transforms named like the transforms that are used as bones.</span></li> - <li class="listItem"><span class="listText">Fixed that SkinnedMeshRenderers are always enabled when a GameObject is applied to the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Fixed a compile error in Unity 2017.1.</span></li> - <li class="listItem"><span class="listText">Fixed an exception when clicking on the Sync button when a clip is selected in Unity Timeline in Unity 2017.1.</span></li> - <li class="listItem"><span class="listText">Fixed that the rotation tool (and assistant) isn't working correctly when a parent is set via the Child-Of constraint (or IK Pinning enabled).</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Updated description of "Stick Deselected" color in the "Pose Editor / Options" chapter.</span></li> - <li class="listItem"><span class="listText">Added description of the Legacy Mode to the "Pose Editor / Constraint System / Inverse Kinematics" chapter.</span></li> - <li class="listItem"><span class="listText">Added description of the new Shape property to the "Pose Editor / Config Mode / Configuration" chapter.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.07</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Support for Unity 5.3 is deprecated. Please use Unity 5.4 or higher or keep using UMotion V1.06p02.</span></li> - <li class="listItem"><span class="listText">GameObjects with "Optimize GameObjects" enabled are now automatically deoptimized to allow animation editing when applied to the Pose Editor. The changes are reverted as soon as the GameObject is removed from the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Editing animation clips that are used in Unity Timeline (Sync --> Timeline Window --> Edit Selected Clip).</span></li> - <li class="listItem"><span class="listText">Selecting parent GameObjects of the current animated GameObject is now allowed.</span></li> - <li class="listItem"><span class="listText">It is now possible to play an animation on a parent object (e.g. a horse) using the Unity Timeline or Animation Window while the child object (e.g. a equestrian) is edited using UMotion.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Installed a general workaround for Unity's GUI Layout bugs on Mac OSX.</span></li> - <li class="listItem"><span class="listText">Fixed that "Morph3D's" scripts throw exceptions when "Morph3d" character's are assigned to the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Fixed that "Ultimate Water" throws an exception when a GameObject is assigned to the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Added a workaround for a Unity GUI bug that throws an exception on Mac OS when the "Welcome Dialog" is closed by pressing the "Continue to Clip Editor" button.</span></li> - <li class="listItem"><span class="listText">Fixed compile errors when UMotion is included in a project that uses Beebyte's Obfuscator.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that occurs when a GameObject uses an Avatar of a model that has "Optimize Game Objects" set.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that occurs when deleting a UMotion project file while it's opened by UMotion.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added a short description of the Sync button to the "Dopesheet / Curves View" chapter.</span></li> - <li class="listItem"><span class="listText">Added the "Unity Timeline Integration" chapter.</span></li> - <li class="listItem"><span class="listText">Added Known Issue 10.</span></li> - <li class="listItem"><span class="listText">Updated the description of Known Issue 09.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.06p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed a null reference exception when applying a GameObject to the Pose Editor that has less hips parent transforms than the model the humnaoid avatar was originally created for.</span></li> - <li class="listItem"><span class="listText">Fixed that "Issue Bug Report" didn't work if the stack trace was very long.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.06p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed a compiler error that occurs when building a Unity project that has UMotion included.</span></li> - <li class="listItem"><span class="listText">Fixed that if the current edited GameObject has Physics components (like RigidBody) attached, importing humanoid animation clips doesn't work correctly.</span></li> - <li class="listItem"><span class="listText">Fixed that editing a GameObject who's mesh is dynamically created doesn't work.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.06</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Supports Unity 2018.1.</span></li> - <li class="listItem"><span class="listText">Added support for weighted tangents (requires Unity 2018.1 or higher).</span></li> - <li class="listItem"><span class="listText">The "UMotion Editor" folder can now be placed anywhere in your project's folder hierarchy.</span></li> - <li class="listItem"><span class="listText">Reduced performance footprint of the Muscle Groups Assistant.</span></li> - <li class="listItem"><span class="listText">Functions for animation events are now also found if Unity 2017.3 Assembly Definition Files are used.</span></li> - <li class="listItem"><span class="listText">Pressing <span class="keyboardKey">SHIFT</span> or <span class="keyboardKey">ALT</span> while dragging a key in the Curves View now constraints the movement alongside the value or time axis.</span></li> - <li class="listItem"><span class="listText"><span class="keyboardKey">ALT</span> + <span class="keyboardKey">Left Mouse Button</span> can now also be used for panning in the Dopesheet and Curves View.</span></li> - <li class="listItem"><span class="listText">Added a welcome screen that is shown when UMotion is started for the first time.</span></li> - <li class="listItem"><span class="listText">The zoom of "Focus Camera" is now smarter.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that occurs when a key or event is already selected and is then clicked and dragged while <span class="keyboardKey">CTRL</span> is being pressed.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Updated the "Dopesheet / Curves View" chapter based on the latest implementation changes.</span></li> - <li class="listItem"><span class="listText">Updated the "Curves View" chapter based on the latest implementation changes.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.05p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that rotating the scene view using <span class="keyboardKey">ALT</span> + <span class="keyboardKey">Left Mouse Button</span> deselects previously selected bones.</span></li> - <li class="listItem"><span class="listText">Fixed that the Muscle Groups Assistant is displayed even if the Tool Assistant visiblity is disabled in the Display section.</span></li> - <li class="listItem"><span class="listText">Fixed an invalid height of the animation layer name input field in Unity 2017.3 and higher.</span></li> - <li class="listItem"><span class="listText">Fixed that importing an animation clip that animates only one transform wasn't possible.</span></li> - <li class="listItem"><span class="listText">Fixed that the context menu in the curves view sometimes displays the "Add Keys" item as disabled when it should be enabled.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.05</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">The "Muscle Groups Assistant" was added.</span></li> - <li class="listItem"><span class="listText">It's now possible to synchronize the frame cursor with Unity's Animation Window or Timeline Window.</span></li> - <li class="listItem"><span class="listText">A menu and a help button was added to all tool assistant windows.</span></li> - <li class="listItem"><span class="listText">Copy, Paste and Clear functionality was added to the Position, Rotation and Scale Tool Assistants.</span></li> - <li class="listItem"><span class="listText">The "Apply Bind Pose" and "Apply Scene Pose" buttons (Config Mode) now show a context menu to select if All, Position, Rotation or Scale should be reset.</span></li> - <li class="listItem"><span class="listText">"Select All" now selects also the hidden bones/transforms in Config Mode.</span></li> - <li class="listItem"><span class="listText">Improved error message that appears when the original imported model can not be found.</span></li> - <li class="listItem"><span class="listText">"Apply Reference Pose" now resets the position/rotation/scale to 0 in additive layers.</span></li> - <li class="listItem"><span class="listText">Added an error message when a humanoid bone is already defined in a humanoid UMotion project.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that quaternion continuity isn't esnured for the exported RootQ curves.</span></li> - <li class="listItem"><span class="listText">Fixed an exception by adding a warning message that appears when a humanoid avatar doesn't match the animated GameObject.</span></li> - <li class="listItem"><span class="listText">Fixed that canceling the "Add Animation Layer" and "Edit Animation Layer" dialog wasn't working.</span></li> - <li class="listItem"><span class="listText">Fixed that deleting an animation event doesn't work from within the context menu.</span></li> - <li class="listItem"><span class="listText">Fixed an exception when pressing the "Key Selected / All" shortcut when the Pose Editor was hidden while a new project was created.</span></li> - <li class="listItem"><span class="listText">Fixed that the rotation tool assistent isn't working correctly if an object has an active Child-Of constraint.</span></li> - <li class="listItem"><span class="listText">Fixed that bones are displayed with an invalid length if they have a translation applied before they are assigned to the Pose Editor.</span></li> - <li class="listItem"><span class="listText">Implemented a work around for a Unity GUI bug that appears on Mac OS when a message box is displayed when the current opened clip is changed.</span></li> - <li class="listItem"><span class="listText">Fixed that "Apply Reference Pose" doesn't work correctly when the bone/transform has an active Child-Of constraint.</span></li> - <li class="listItem"><span class="listText">Pose tools don't manipulate bones/transforms that are overridden by a higher layer anymore.</span></li> - <li class="listItem"><span class="listText">Pose tools don't manipulate bones/transforms when the selected layer is muted (or blend weight is zero).</span></li> - <li class="listItem"><span class="listText">Fixed that pose tools that affect the rotation don't work correctly when an additive layer was above the current layer.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Tool assistant chapter updated.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.04p11</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that when exporting a humanoid animation with animation layers and Auto Key is enabled, the first key of the animation is overwritten with the reference pose.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that occurs when adding an animation clip to the import window on Mac.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Known Issue 09 added.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.04p10</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that transforms, joints and sticks are rendered with a wrong size if the root bone has a different scaling then in the original model.</span></li> - <li class="listItem"><span class="listText">Fixed that a wrong RootT curve is exported when a custom scaling is applied on a transform that is a parent of the hips but not the root transform.</span></li> - <li class="listItem"><span class="listText">Fixed that the quaternion continuity wasn't esnured for the exported FootQ and HandQ curves.</span></li> - <li class="listItem"><span class="listText">Fixed that the humanoid animation export isn't working correctly in some special cases when the animated GameObject is a child of some other transform.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that occures when applying a GameObject to the Pose Editor for the first time that has no SkinnedMeshRenderer and a file is selected in Unity's Project Window.</span></li> - <li class="listItem"><span class="listText">Fixed some special cases in which the Pose Editor stays in Config Mode even though no GameObject to animate is assigned.</span></li> - <li class="listItem"><span class="listText">Fixed that the warning dialog "Not all bones/transforms configured in this project are available in the selected GameObject" is shown everytime when switching between animation clips.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Known issue 08 added.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.04p09</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that humanoid animations aren't exported correctly in various special cases.</span></li> - <li class="listItem"><span class="listText">Position and rotation of parent transforms of the hips are now reset to their bind-pose when applied to the Pose Editor (like the animator component when an animation is played).</span></li> - <li class="listItem"><span class="listText">Fixed exceptions that occure when the animator component isn't initialized.</span></li> - <li class="listItem"><span class="listText">Fixed that an animated GameObject isn't rotated correctly when it's a child of a rotated transform.</span></li> - <li class="listItem"><span class="listText">Fixed that if a GameObject with a single transform is selected as animated GameObject UMotion displayed no transform handle.</span></li> - <li class="listItem"><span class="listText">Fixed that when exporting a humanoid animation and Auto Key is enabled, the first key of the animation is overwritten with the reference pose.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.04p08</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that occures when a transform is missing whoes component is animated by a Custom Property.</span></li> - <li class="listItem"><span class="listText">Fixed that the preview of Custom Properties that animate "IsActive" doesn't work correctly if more than one "IsActive" property is animated.</span></li> - <li class="listItem"><span class="listText">Fixed that the "Issue Bug Report" button wasn't working on Mac OS.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.04p07</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Assigning an inactive GameObject now shows an error dialog.</span></li> - <li class="listItem"><span class="listText">Fixed an exception when adding a bone as target bone in the IK Setup Wizard that has not enough parents for the defined chain length.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that occurs when pressing the "Play/Stop Playback" shortcut after switching the scene (and a project was opened in the previous scene).</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Updated formatting of some tables.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.04p06</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed a warning message that appeared in the console when a clip is imported with a '.' in the name.</span></li> - <li class="listItem"><span class="listText">Fixed that importing an animation clip from the same prefab as the one which is currently used as preview object doesn't work correctly when the animation compression needs to be disabled by UMotion.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.04p05</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that the root motion curves aren't imported correctly when the imported humanoid animation clip has the "Mirror" flag set.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.04p04</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that the root position isn't exported correctly when an animation clip is overwritten that has a "Root Transform Position (Y)" offset set.</span></li> - <li class="listItem"><span class="listText">Fixed that the "Select a GameObject to animate:" text is sometimes displayed with the wrong text color.</span></li> - <li class="listItem"><span class="listText">Fixed that the project importer didn't import the correct (selected) clips.</span></li> - <li class="listItem"><span class="listText">Fixed a "Division By Zero" Exception when "Playback Looping" is enabled on an empty clip.</span></li> - <li class="listItem"><span class="listText">Fixed a "Null Reference Exception" when stopping Play Mode and their is a Clip Editor but no Pose Editor opened.</span></li> - <li class="listItem"><span class="listText">Fixed a "Null Reference Exception" that occures when clicking on Clear on a Legacy Project and an assembly reload happend before.</span></li> - <li class="listItem"><span class="listText">Fixed a "Null Reference Exception" when running the auto mirror mapping on a project with missing transforms.</span></li> - <li class="listItem"><span class="listText">Fixed a "Null Reference Exception" when clicking on "Edit Key" when a key is selected in Curves View and the context menu was opened by a context click on an animation event.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.04p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Implemented a workaround for Know Issue 06.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Updated the description of Know Issue 06.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.04p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that the "Upper Chest" bone is not detected as humanoid bone correctly.</span></li> - <li class="listItem"><span class="listText">Fixed that in some rare situations a humanoid bone is displayed as transform.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.04p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that occured when installing UMotion V1.04 over an existing UMotion installation.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Updated the FAQ.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.04</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">The Custom Property Constraint now supports animating properties of any Component/MonoBehaviour.</span></li> - <li class="listItem"><span class="listText">The Custom Property Constraint now supports animating custom Animator paraters. These are passed to the Animator controller (just as if a custom curve was added in Unity's Model Importer).</span></li> - <li class="listItem"><span class="listText">The Custom Property Constraint is now also available for UMotion Community users.</span></li> - <li class="listItem"><span class="listText">A "Play From Beginning" toggle button was added to the Playback Navigation.</span></li> - <li class="listItem"><span class="listText">A "Play Backwards" button was added to the Playback Navigation.</span></li> - <li class="listItem"><span class="listText">UMotion now detects when it crashed and shows a message box in that case.</span></li> - <li class="listItem"><span class="listText">A menu item was added to Unity's menu bar ("Window/UMotion Editor/Reset UMotion"). It can be used to force a reset of UMotion when it crashed.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that deleting a driven object from a Custom Property Constraint using the "-" button only removes the object from the list but is still driven.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that is thrown when selecting a joint/transform in the Rig Hierarchy that isn't available in the current selected animated GameObject.</span></li> - <li class="listItem"><span class="listText">Fixed that it was possible to drive progressive/quaternion channels with a Custom Property Constraint when switching clips. This caused unexpected behaviours.</span></li> - <li class="listItem"><span class="listText">Fixed that pasting keys of a Custom Property doesn't work if there are multiple Custom Porperties in the same bone and the property is on second or higher place.</span></li> - <li class="listItem"><span class="listText">Fixed that the UMotion UI is displayed incorrectly (darker) when color space is set to linear.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Updated the Custom Property Constraint Chapter.</span></li> - <li class="listItem"><span class="listText">Added a new entry to the FAQ.</span></li> - <li class="listItem"><span class="listText">Added Known Issue 07.</span></li> - <li class="listItem"><span class="listText">Updated the Playback Navigation chapter.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.03</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">The Child-Of constraint now has an "IK Pinning Mode". This simplifies pinning of IK handles.</span></li> - <li class="listItem"><span class="listText">The Child-Of constraint automatically creates position and rotation keys when the parent property is keyed. One position/rotation key is created at the same frame as the parent key and an additional position/rotation key is created one frame before.</span></li> - <li class="listItem"><span class="listText">The IK Setup Wizard can now create IK chains with IK Pinning functionality. The Human IK chains are always created with IK pinning.</span></li> - <li class="listItem"><span class="listText">A new menu entry was added to the Clip Editor: "Edit / FK to IK Conversion". It allows converting the current clip from FK to IK.</span></li> - <li class="listItem"><span class="listText">"FK to IK Conversion" was added to the animation Importer making it possible to automatically convert imported animations to IK.</span></li> - <li class="listItem"><span class="listText">The "Set IK to FK" button was improved. It now also calculates the correct pole rotation / pole target position to better match the current FK pose.</span></li> - <li class="listItem"><span class="listText">A progress bar is now displayed when importing animation clips.</span></li> - <li class="listItem"><span class="listText">Implemented animation layers.</span></li> - <li class="listItem"><span class="listText">Clicking the Unity Editor's Move, Rotate or Scale tool buttons now also changes the current tool within UMotion.</span></li> - <li class="listItem"><span class="listText">The root motion bone in humanoid projects now supports the "Euler Rotation Mode".</span></li> - <li class="listItem"><span class="listText">When the "Loop" toggle in the Playback Navigation of the Clip Editor is enabled, the animation will loop when the frame cursor is dragged past the last key frame.</span></li> - <li class="listItem"><span class="listText">A "RM" toggle was added to the Playback Navigation of the Clip Editor. It allows previewing root motion animations inside UMotion.</span></li> - <li class="listItem"><span class="listText">Added an error dialog that appears when an animation is imported that has euler rotations with an incompatible rotation order.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Improved IK solver accuracy to generate less jitter.</span></li> - <li class="listItem"><span class="listText">Fixed that the IK solver isn't behaving correctly in some situtations for IK chains that are a child of another IK chain.</span></li> - <li class="listItem"><span class="listText">Fixed that if all keys of a property have been selected because the property was selected in the "Animated Properties List", clicking on a key while holding <span class="keyboardKey">CTRL</span> deselected all keys even though it should deselect only the clicked key.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that occured when creating a new UMotion poject during play mode when the scene was changed at least once.</span></li> - <li class="listItem"><span class="listText">Fixed that the move tool wasn't working correctly when a pinned IK handle was moved while an additive layer was selected.</span></li> - <li class="listItem"><span class="listText">Fixed that when a text is pasted that is longer then the text fields width, the text field is scrolled in such a way that the text is completely hidden.</span></li> - <li class="listItem"><span class="listText">Fixed that the carret is sometimes dissapearing in text fields.</span></li> - <li class="listItem"><span class="listText">Fixed that the multi-selection of Inverse Kinematics constraints with different chain lengths set all chain lengths to 1.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added the description of the "IK Pinning Mode" to the "Child-Of Constraint" chapter.</span></li> - <li class="listItem"><span class="listText">Updated the description of the "IK Setup Wizard" chapter based on the latest implementation changes (IK Pinning).</span></li> - <li class="listItem"><span class="listText">Added a hint regarding IK Pinning to the "IK Constraint" chapter.</span></li> - <li class="listItem"><span class="listText">Added the "FK to IK Conversion" chapter.</span></li> - <li class="listItem"><span class="listText">Updated the "Import / Export" and "Menu Bar / Edit" chapters due to the added "FK to IK Conversion" functionality.</span></li> - <li class="listItem"><span class="listText">Added the "Clip Editor / Layers" chapter.</span></li> - <li class="listItem"><span class="listText">Updated the "Clip Editor / Playback Navigation" chapter.</span></li> - <li class="listItem"><span class="listText">Updated the "Child-Of" chapter based on the latest implementation changes.</span></li> - <li class="listItem"><span class="listText">Updated the "Child-Of" video tutorial.</span></li> - <li class="listItem"><span class="listText">Added the "IK Pinning" video tutorial.</span></li> - <li class="listItem"><span class="listText">Added the second "UMotion In Practice" episode to the video tutorials chapter.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.02p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that "Copy to Other Side" didn't mirror bones/transforms correctly when they are selected on both sides.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Updated the description of the "Copy to Other Side" button in the "Pose Mode / Tools" chapter and the "Pose Mirroring" video tutorial.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.02</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Implemented Pose Mirroring features that allow to easily copy poses from one side to the other (e.g. left hand to right hand). Please read the <a href="Tools.html" class="link">Tools - Chapter</a> before using.</span></li> - <li class="listItem"><span class="listText">Added an IK Setup Wizard to the Config Mode. It greatly simplifies creating complete IK rigs.</span></li> - <li class="listItem"><span class="listText">Bones in an IK chain with visibility set to "Locked" are now not affected by the IK solver anymore.</span></li> - <li class="listItem"><span class="listText">The "Chain Mask" property was added to the IK solver setup and the IK Setup Wizard (Custom Ik). It makes it possible to define which bones in an IK chain should be affected by the IK solver. This is especially useful for excluding "Twist" bones from the IK chain.</span></li> - <li class="listItem"><span class="listText">Added a warning message to the Config Mode - Properties tab that informs the user why the visibility of generic bones that are inside the humanoid skeleton can't be changed.</span></li> - <li class="listItem"><span class="listText">Holding <span class="keyboardKey">Alt</span> while clicking on a property in the "Animated Properties List" now selects that property in the Scene View.</span></li> - <li class="listItem"><span class="listText">The import clips file browser dialog opens the folder of the last imported animation by default now. Thus making it faster to import multiple clips from the same folder.</span></li> - <li class="listItem"><span class="listText">It is now possible to drag & drop files from Unity's Project window to the UMotion Import window. This makes it possible to add multiple files with only one action.</span></li> - <li class="listItem"><span class="listText">Added the "Export Current Clip" menu entry to the Clip Editor's menu bar.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that humanoid hand/foot IK curves are not exported (former known issue 05).</span></li> - <li class="listItem"><span class="listText">Fixed culling errors that sometimes occured in the list views. These errors caused listed items to be partially invisible.</span></li> - <li class="listItem"><span class="listText">Fixed usage of obsolete API event "playModeStateChange".</span></li> - <li class="listItem"><span class="listText">Fixed that an invalid parent/child hierarchy is calculated when joints/transforms had nearly equal names.</span></li> - <li class="listItem"><span class="listText">Fixed that an exception is thrown when undoing applying a GameObject to the Pose Editor for the first time.</span></li> - <li class="listItem"><span class="listText">Fixed that the IK constraint doesn't solve correctly when the target bone chain is arranged in a perfect straight line in the reference pose.</span></li> - <li class="listItem"><span class="listText">Fixed that parent link "Dashed" is not displayed when only the IK rig layer is visible.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Updated the "Animated Properties List" chapter based on the added feature.</span></li> - <li class="listItem"><span class="listText">Updated the "Pose Mode / Tools" and the "Config Mode / Rig Hierarchy" chapters based on the added pose mirroring feature.</span></li> - <li class="listItem"><span class="listText">Updated the "Import / Export" chapter based on the latest implementation changes.</span></li> - <li class="listItem"><span class="listText">Updated the "Clip Editor / Menu Bar / File" chapter based on the latest implementation changes.</span></li> - <li class="listItem"><span class="listText">Added the "IK Setup Wizard" chapter.</span></li> - <li class="listItem"><span class="listText">Added "Lesson 9 - Pose Mirroring" to the general video tutorials.</span></li> - <li class="listItem"><span class="listText">Updated the "(Pro) Lesson 2 - Inverse Kinematics" video tutorial.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.01p05</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that in Unity 2017.2 and higher an exception is thrown as soon as a GameObject is assigned to the Pose Editor.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.01p04</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that setting the scale via "Apply Reference Pose" doesn't work.</span></li> - <li class="listItem"><span class="listText">Fixed that the IK chain randomly changes the orientation within an animation clip. This is caused by a floating point rounding error and happened only when using one specific model.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.01p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that when typing into a UMotion input field in Unity 5.6 only one character is accepted and then the field immediately looses its input focus.</span></li> - <li class="listItem"><span class="listText">Fixed that when "Auto Key" is set to "Update" while a rotation property's rotation mode is changed to euler, an incorrect value is keyed at the current frame cursors position.</span></li> - <li class="listItem"><span class="listText">Fixed that the keys of every channel of a property is overwritten when pasting, even if only one key was copied. This has been due to the "chain neighbour keys" setting.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.01p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that copy/cut/paste doesn't work correctly for GUI input fields in the Clip Editor.</span></li> - <li class="listItem"><span class="listText">Fixed that when UMotion is opened in Unity 2017.3.0 (beta) no GUI input fields are working anymore.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.01p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that renaming a custom joint/transform that is a direct child of the root GameObject corrupted the UMotion project file. This caused an exception when an animated GameObject was assigned to the Pose Editor the next time. If this bug corrupted one of your project files, you can send it to the UMotion support as it is possible to repair the file: <a href="https://www.soxware.com/email-support" class="link">Email Support</a></span></li> - <li class="listItem"><span class="listText">Fixed that even if the custom joint/transform with an IK Constraint attached is deleted, the bones of the IK chain are still visualized in dark blue (= IK chain members).</span></li> - <li class="listItem"><span class="listText">Fixed that the IK plane isn't shown anymore after the deletion of a custom joint/transform with an IK constraint attached is undone.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that occurred when deleting a custom joint/transform that is referenced by a Custom Property Constraint is undone and then redone again.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.01</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added a setting to the preferences window to display key strokes. This is useful when recording video tutorials.</span></li> - <li class="listItem"><span class="listText">Added a recently opened projects menu entry into the Clip Editor's file menu.</span></li> - <li class="listItem"><span class="listText">The rotation tool now also rotates all selected child bones. This is very useful for animating a tail (e.g. of a dragon).</span></li> - <li class="listItem"><span class="listText">Added a button to delete all animation clips to the Clip Editor's main navigation.</span></li> - <li class="listItem"><span class="listText">The context menu entry "Select In Clip Editor" of the Channels section can now be accessed via the shortcut system. The default shortcut is <span class="keyboardKey">SHIFT</span> + <span class="keyboardKey">C</span>.</span></li> - <li class="listItem"><span class="listText">Removed the error dialog that was shown when importing an animation clip that has curves for bones/transforms that don't exist in the opened UMotion Project. Instead, a warning icon is now displayed next to the clip in the import clip list. When the mouse hovers the list entry, a tooltip displays the warning message. This was changed because it was annyoing to get an error dialog for every animation clip in an *.fbx file (there can be quite a lot of clips in a single file).</span></li> - <li class="listItem"><span class="listText">Improved the text of the error dialog that is shown when a clip was automatically renamed when beeing added to the importer.</span></li> - <li class="listItem"><span class="listText">Added a quality setting for the keyframe reducer to the import settings. The default quality setting is now "Lossless" (in previous versions it was "Lossy"). This reduces jitter of feet and hand of imported animations.</span></li> - <li class="listItem"><span class="listText">Reworked the import settings UI.</span></li> - <li class="listItem"><span class="listText">Added "Disable Animation Compression" to the import settings.</span></li> - <li class="listItem"><span class="listText">When a new key is created (via Key Selected, Key Dialog or Auto Key) the key's tangent mode is now set in respect to the previous and/or following keys. That means that if the existing keys are for example set to tangent mode "linear", the new created key's tangent mode will also be "linear". Previously the key tangent mode for a new created key was always set to "Clamped Auto".</span></li> - <li class="listItem"><span class="listText">When the mouse hovers the time ruler in Curves View, only the time axis is zoomed. This is the counterpart to zooming only the y-axis when the mouse hovers the y ruler.</span></li> - <li class="listItem"><span class="listText">If an animation event has an active warning message, this warning message is now also shown in the export log window when the clip is exported.</span></li> -</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed that opening the manual via "Help / Open UMotion Manual" or via the help buttons isn't working on Mac.</span></li> - <li class="listItem"><span class="listText">Fixed that the character is rotated incorrectly after importing a humanoid animation. Occured for characters that had a rotation applied to any parent transform of the humanoid hips.</span></li> - <li class="listItem"><span class="listText">Fixed that if a GameObject with a large name is assigned to the Pose Editor, the clear button is not clickable anymore because it is shifted outside the window.</span></li> - <li class="listItem"><span class="listText">Fixed that the time ruler labels are interstecting with the lines of the ruler at a certain zoom level.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added a description of the new "Display Key Strokes" setting to the "Preferences" chapter.</span></li> - <li class="listItem"><span class="listText">Added a description of the "Recently Opened Projects" menu entry to the "Menu Bar/File" chapter.</span></li> - <li class="listItem"><span class="listText">Added a tip to the rotation tool description ("Tools" chapter) regarding animating tails.</span></li> - <li class="listItem"><span class="listText">Updated the "Main Navigation" chapter with a description of the "Delete All Clips" button.</span></li> - <li class="listItem"><span class="listText">Updated the "Import / Export" chapter based on the latest changes related to the import window.</span></li> - <li class="listItem"><span class="listText">Added more information into the "Import / Export" chapter especially regarding the conversion between humanoid and generic.</span></li> - <li class="listItem"><span class="listText">Added a FAQ entry regarding conversion between humanoid and generic.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.00p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed a bug in the IK plane math that caused the reference vector (i.e. the vector that defines the orientation of the plane when the angle is 0) to have a magnitude of zero. If your IK chain is bending into the wrong direction after you've updated to V1.00p03, switch to config mode and correct the IK plane orientation as it might have changed.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added the first episode of the new tutorial series UMotion "In Practice" to the video tutorials chapter.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.00p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Fixed an exception that appeared when editing the frame of a key in the "edit key window" that can be opened in the curves view when right click --> edit key.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that appeared when models with no bones or "Optimize GameObjects" enabled in the model import settings have been applied to the Pose Editor for the first time. Added a warning dialog that is shown when a model with "Optimize GameObjects" enabled is applied to the Pose Editor for the first time.</span></li> - <li class="listItem"><span class="listText">Fixed inconsistent naming of the "Ik Fk Blend" channel in the custom property constraint by renaming it to "Fk Ik Blend".</span></li> - <li class="listItem"><span class="listText">Fixed that the Pose Editor wasn't repainted immediately after the tool mode was changed from/to the scale tool.</span></li> - <li class="listItem"><span class="listText">Fixed that deselecting a selected bone via CTRL + left mouse click doesn't work.</span></li> - <li class="listItem"><span class="listText">Fixed an error log message when a humanoid animation was imported with animation events not found at the current animated GameObject.</span></li> - <li class="listItem"><span class="listText">Fixed current values of a modified rotation property not being converted to the new rotation mode when the rotation mode is changed.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that appeared when importing an animation clip with an animated rotation property configured as "quaternion" but in the clip already existing in the project the same property is configured as "euler".</span></li> - <li class="listItem"><span class="listText">Fixed an exception that appeared when importing an animation clip of an UMotion project that wasn't selected in the imported UMotion project when it was last opened.</span></li> - <li class="listItem"><span class="listText">Fixed an exception that appeared when importing more than one animation clip of a UMotion project.</span></li> - <li class="listItem"><span class="listText">Fixed that an imported project was not garbage collected.</span></li> - <li class="listItem"><span class="listText">Fixed that GUI input fields suddenly don't accept input anymore (seen mostly in 2017.1).</span></li> - <li class="listItem"><span class="listText">Fixed the instruction text in the example scene to make the first steps easier to understand.</span></li> - <li class="listItem"><span class="listText">Fixed that an error dialog was shown in an endless loop when the animation preview mode of the Unity Timeline window was enabled while an animated GameObject was applied to the UMotion Pose Editor.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added work around suggestion to Known Issue 06.</span></li> - <li class="listItem"><span class="listText">Added sentence to Child-Of constraint that hints that scaling is not supported.</span></li> - <li class="listItem"><span class="listText">Mentioned that the video tutorials have subtitles in the "Video Tutorials" chapter.</span></li> - <li class="listItem"><span class="listText">Split the "Video Tutorials" chapter into one sub chapter per video. Moved "Video Tutorials" to a higher position in the table of content.</span></li> - <li class="listItem"><span class="listText">Added chapter "How to create better animations".</span></li> - <li class="listItem"><span class="listText">Added a question to the FAQ.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.00p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">If an existing *.anim clip with animation events is overwritten by exporting a clip with 0 animation events from UMotion, the existing animation events are not removed from the *.anim clip.</span></li> - <li class="listItem"><span class="listText">When exporting a clip and Known Issue 06 occurs, a warning message is displayed in the export log window.</span></li> -</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain"> - <li class="listItem"><span class="listText">Added Issue 06 to the Known Issues list.</span></li> -</ul></br></br><h2 class="headline2" id="">UMotion V1.00</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">Initial version</p><h3 class="headline3" id="">Bug Fixes</h3><p class="textBlock">Initial version</p><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">Initial version</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <h1 class="headline1" id="">Release Notes</h1><p class="textBlock">This is an overview of all bug fixes and new features of UMotion. The manual version always corresponds to the UMotion software version.</p><h3 class="headline3" id="">Version Number Definition</h3><img src="../images/VersionDefinition.png" class="image"></img>
+<p class="imageText">Version Number Definition</p><table class="themeTable">
+ <tr class="themeTableRow">
+ <th class="themeTableHeader">Version Number</th>
+ <th class="themeTableHeader">Description</th>
+ </tr>
+ <tr class="themeTableRow">
+ <td class="themeTableCell" style="white-space: nowrap;">Major Version</td>
+ <td class="themeTableCell">The major version is only incremented for a new generation with major changes.</td>
+ </tr>
+ <tr class="themeTableRow">
+ <td class="themeTableCell" style="white-space: nowrap;">Minor Version</td>
+ <td class="themeTableCell">The minor version is incremented every time a new feature was added or changed.</td>
+ </tr>
+ <tr class="themeTableRow">
+ <td class="themeTableCell" style="white-space: nowrap;">Patch or Beta</td>
+ <td class="themeTableCell">Determines if this is a patch ("p") or a beta ("b") version. Patch 0 is the initial version release and does not include the "p". </td>
+ </tr>
+ <tr class="themeTableRow">
+ <td class="themeTableCell" style="white-space: nowrap;">Patch or Beta Version</td>
+ <td class="themeTableCell">The patch release is incremented with every version that contains only bug fixes or changes to the manual. The patch number always starts with 1.
+ </br>
+ </br>The beta version is incremented with every change related to the current beta generation (includes bug fixes, new features or changes to the manual). Beta versions are watermarked as "beta" in the Clip Editor and are not available via the Asset Store.</td>
+ </tr>
+</table></br></br><h2 class="headline2" id="">UMotion V1.22p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed a null reference exception that appears in Unity 2018.4 when the "Unity Recorder" package is installed, a clip is selected in Unity Timeline and "Sync" is clicked in the Clip Editor.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.22p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that clicking on the remove all animation layers button doesn't remove the keys of those layers. Creating a new animation layer afterwards thus contains the old keys.</span></li>
+ <li class="listItem"><span class="listText">Fixed that when adding an animation clip to the import dialog and more than 10 transforms of that animation clip do not exist in this project, the clip can not be imported.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.22p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Selecting bones/transforms isn't possible when Pro Builder is not in object selection mode. As a consequence, UMotion now automatically sets Pro Builder into object selection mode whenever a UMotion bone is selected.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.22</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Holding <span class="keyboardKey">Alt</span> while clicking on a constraint's foldout arrow (in Config Mode) now folds/unfolds all constraints.</span></li>
+ <li class="listItem"><span class="listText">The name of a "Custom Property Constraint" is now used as its title in the Config Mode constraint panel. This makes it easier to seek for custom properties even when they are folded.</span></li>
+ <li class="listItem"><span class="listText">It is now possible to assign the value of a setting of a "Custom Property Constraint" to all currently selected custom properties (in Config Mode).</span></li>
+ <li class="listItem"><span class="listText">"Custom Properties" are now automatically folded in the Config Mode constraint panel. This increases performance when huge number of custom properties are used.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that the "Custom Property" constraint setup isn't displayed correctly in the Pose Editor when the Pose Editor's vertical scroll bar is visible.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added a hint to the "Config Mod / Configuration" chapter describing how to fold/unfold all constraints at once.</span></li>
+ <li class="listItem"><span class="listText">Added a hint to the "Custom Property" chapter regarding mass apply of settings.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.21p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that switching the animation layer samples the current pose incorrectly if the animation contains a custom property in controller mode.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.21</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Changing the framerate of an animation clip doesn't automatically scale the keys/events anymore (this gives the user more flexibility/choices). Keys/events can be manually scaled using the box tool in the dopesheet view.</span></li>
+ <li class="listItem"><span class="listText">When creating a new layer, the layer name text field is now automatically selected.</span></li>
+ <li class="listItem"><span class="listText">A new button was added to the playback navigation that allows toggling the playback stop behavior (i.e. return frame cursor to start or keep current position).</span></li>
+ <li class="listItem"><span class="listText">Changed default shortcut of "Focus Camera" to <span class="keyboardKey">F</span> (same is in Unity).</span></li>
+ <li class="listItem"><span class="listText">When no UMotion project is loaded, an info message is now shown that indicates that a project can be opened via the "File" menu.</span></li>
+ <li class="listItem"><span class="listText">The animation layers are now accessible via the UMotion API. This makes it easy to write a custom script that exports the same animation clip several times with different animation layers being active.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that the shortcuts of the playback settings add their changes to the undo stack while pressing the corresponding UI button don't.</span></li>
+ <li class="listItem"><span class="listText">Fixed that *.FBX export only works correctly when the base layer is selected.</span></li>
+ <li class="listItem"><span class="listText">Fixed that assigning a GameObject to the Pose Editor while in prefab mode is not prevented.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Updated the "Clip Editor/Main Navigation/Clip Settings" chapter related to the changed framerate editing behavior.</span></li>
+ <li class="listItem"><span class="listText">Updated the "Clip Editor/Playback Navigation" chapter based on the new button that has been added to the playback navigation area.</span></li>
+ <li class="listItem"><span class="listText">Updated the "UMotion API" chapter based on the added functionalities.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.20p08</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that animation curves of a generic animation where the left tangent of the first key or the right tangent of the last key is set to "weighted" isn't played by Unity's animation system.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.20p07</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Regression: Fixed that moving the frame cursor (green arrow) directly after playback stopped (due to reaching the end) doesn't update the pose of the character.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.20p06</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that the "toggle IK Pinning" shortcut (<span class="keyboardKey">I</span>) isn't disabled in additive animation layers.</span></li>
+ <li class="listItem"><span class="listText">Fixed that "Auto Key" and "IK Pinning" doesn't work after animation playback finished due to reaching the end (and not moving the frame cursor in the meantime).</span></li>
+ <li class="listItem"><span class="listText">Fixed that undoing the creation of a rotation key in an additive layer causes the pose to be sampled incorrectly when switing back to the base layer.</span></li>
+ <li class="listItem"><span class="listText">Fixed that restarting UMotion while any script in the current Unity project has a syntax/compilation error keeps the "Reloading Assemblies" dialog opened.</span></li>
+ <li class="listItem"><span class="listText">Fixed that sometimes an error message "Unable to resolve reference " is displayed when importing UMotion for the first time (or in some cases when starting Unity).</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.20p05</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that curve of the CustomPropertyConstraint in "Animator Paramameter" mode isn't exported with normalized frame times when exporting as *.FBX.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.20p04</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that the CustomPropertyConstraint doesn't preview animated material properties.</span></li>
+ <li class="listItem"><span class="listText">Fixed that when the CustomPropertyConstraint animates the "GameObject.SetActive" property it doesn't reset it to it's default value when switching to Config Mode.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.20p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Regression: Fixed an exception that is thrown when opening a custom Unity editor layout that contains UMotion windows.</span></li>
+ <li class="listItem"><span class="listText">Fixed that UMotion automatically saves all files to disk (and not letting Unity decide when to write changes to disk). This works around a Unity bug that freezes Untiy on Mac OS and Linux when the Unity preferences setting "Verify Save Assets" is enabled and UMotion is opened.</span></li>
+ <li class="listItem"><span class="listText">Fixed that FBX exporter exports animated properties even if they are disabled (Config Mode) or have no key frames.</span></li>
+ <li class="listItem"><span class="listText">Regression: Fixed that when selecting multiple keys in the Dopesheet they get immediately deselected if the property (e.g. rotation) of the last selected key is not enabled on the bone/transform of the first selected key.</span></li>
+ <li class="listItem"><span class="listText">Regression: Fixed that an animated property stays selected when it is disabled.</span></li>
+ <li class="listItem"><span class="listText">Regression: Fixed that selected properties/keys in the Clip Editor are deselected when any other UI control (e.g. button, text box,...) is clicked.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.20p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Regression: Fixed an exception that is thrown when using a tool assistant window while pivot is set to "global".</span></li>
+ <li class="listItem"><span class="listText">Fixed that keypad enter can't be used to confirm changes of input fields.</span></li>
+ <li class="listItem"><span class="listText">Fixed that typing a value into a tool assistant window and selecting a different bone applied the changed value to that bone.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.20p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Regression: Fixed that bones/transforms get deselected whenever a key is created (either manually or via "Auto Key").</span></li>
+ <li class="listItem"><span class="listText">Fixed an endless loop when a GameObject is assigned to the Pose Editor that doesn't contain all bones/transforms defined in the UMotion project.</span></li>
+ <li class="listItem"><span class="listText">Fixed that transforms with spherical shape had a box shaped collider.</span></li>
+ <li class="listItem"><span class="listText">Fixed that bone/transform colliders aren't at the correct position when using UMotion in (paused) play mode.</span></li>
+ <li class="listItem"><span class="listText">Fixed that frame cursor doesn't return to the start position after playback stopped.</span></li>
+ <li class="listItem"><span class="listText">Fixed that minimizing the maximized Clip Editor closed the current UMotion project.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.20</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Selecting keys in the dopesheet now automatically selects the related animated property and the related bone/transform.</span></li>
+ <li class="listItem"><span class="listText">Copy & paste reworked: It's now possible to copy & paste between compatible animated properties.</span></li>
+ <li class="listItem"><span class="listText">Key context menu entry "Select in Scene View" renamed to "Select and Set Frame Cursor".</span></li>
+ <li class="listItem"><span class="listText">New minimum requirement for UMotion is Unity 2017.4 (or higher).</span></li>
+ <li class="listItem"><span class="listText">UMotion now uses assembly definition files for all *.cs files. If desired, UMotion can thus now be placed inside a "Plugins" folder.</span></li>
+ <li class="listItem"><span class="listText">Channels that are not allowed to contain keys in an additive layer are now greyed out in the Animated Properties List.</span></li>
+ <li class="listItem"><span class="listText">UMotion isn't installed to the "Editor Default Resources" folder anymore.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that the Child-Of constraint doesn't correctly calculate the position/rotation when the animated character is scaled.</span></li>
+ <li class="listItem"><span class="listText">Fixed that "select all" in curves view selectes also keys of curves that are hidden (via the eye symbol in the animated properties list).</span></li>
+ <li class="listItem"><span class="listText">Fixed that hiding a curve in curves view via the eye symbol in the animated properties list, doesn't deselect selected keys of that curve.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the tool assistant window isn't correctly displayed in the scene view when "Aura 2" asset is installed in the Unity project.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the move tool doesn't allow moving the hips and the IK pinned legs simultaneously.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the label in the animation event function search window was truncated.</span></li>
+ <li class="listItem"><span class="listText">Fixed that it was possible to add keys to channels that are not allowed to contain keys in an additive layer (e.g. the Child-Of Parent channel).</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Updated "Dopesheet / Curves View" chapter based on the changed context entry menu.</span></li>
+ <li class="listItem"><span class="listText">Changed minimum required Unity version to 2017.4 on first page of manual.</span></li>
+ <li class="listItem"><span class="listText">Removed known issues that are related to Unity versions older than 2017.4.</span></li>
+ <li class="listItem"><span class="listText">Updated the UMotion folder description in the "Getting Started" chapter.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.19p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that custom joints/transforms (like the IK handles) are displayed with the wrong size if a Unity UI canvas is within the GameObject's hierarchy.</span></li>
+ <li class="listItem"><span class="listText">Fixed that right-click on key then clicking on "Left Tangent --> Constant" automatically sets the right tangent to constant, too. The expected behavior would be that the right tangent is set to "free" instead.</span></li>
+ <li class="listItem"><span class="listText">Fixed an error message that is shown when the "Sync" button is clicked when the "Unity Recorder" package is installed in Unity 2018.4.</span></li>
+ <li class="listItem"><span class="listText">Fixed that quaternion rotation curves of generic animation clips aren't exported correctly if the last scale curve in the animation has no key.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.19p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that in some cases animated characters got invisible in the scene view.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when UMotion is installed without the UMotion manual.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.19p01</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Experimental: Setting to instruct UMotion to directly create root motion curves for humanoid *.anim files.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that control is used instead of command for shortcuts and various other actions (like multi-selecting) on Mac.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the delete shortcut doesn't work on Mac.</span></li>
+ <li class="listItem"><span class="listText">Fixed the naming of the shortcut modifiers in the preferences window on Mac.</span></li>
+ <li class="listItem"><span class="listText">Fixed that sometimes the dopesheet is zoomed while the animated properties list is scrolled via the touchpad on Mac.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added descriptions of the new root motion settings in the "Clip Settings" chapter.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.19</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">All input fields now support mathematical expressions (e.g. "5+4").</span></li>
+ <li class="listItem"><span class="listText">The position/rotation/scale properties of generic bones can now be enabled/disabled in config mode. This is useuful for reducing the number of animated properties displayed in the Clip Editor.</span></li>
+ <li class="listItem"><span class="listText">The IK Setup Wizard now automatically hides the scale properties of the IK Handle and the IK Pole Handle.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that the keys of the IK pole rotation property contribute to the total clip length even though the pole rotation property isn't used (because a pole target is used instead).</span></li>
+ <li class="listItem"><span class="listText">Fixed that the playback end cursor (white arrow) was reset to the clip end when switching clips.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when exporting an animation with a custom component property where the related component is missing.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed a typo in the "UMotion API" chapter.</span></li>
+ <li class="listItem"><span class="listText">Added a description of the new "Properties" setting to the "Pose Editor/Config Mode/Configuration" chapter.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.18p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when copying an euler rotation key to a quaternion rotation property or the other way around.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when importing a umotion project that contains animation layers into another umotion project.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when importing an animation clip and a custom property constraint is used.</span></li>
+ <li class="listItem"><span class="listText">Added a workaround for a Unity GUI bug that causes an exception under specific circumstances when the rotation tool assistant window is shown.</span></li>
+ <li class="listItem"><span class="listText">UMotion now ignores an exception that is thrown by 3rd party code when UMotion changes the Unity editor's playmode.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.18</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">All scriptable render pipelines (LWRP, HDRP, custom SRP) are now officially supported.</span></li>
+ <li class="listItem"><span class="listText">Added an official UMotion scripting API.</span></li>
+ <li class="listItem"><span class="listText">Improved the behaviour when copying & pasting rotation keys from one clip to the other when the clips use different rotation modes.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an incompatibility issue with Bolt 2.0.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when a GameObject with bones/transforms that contains slashes in their names has been added to the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Fixed that an inactive GameObject that is assigned to the Pose Editor is deleted.</span></li>
+ <li class="listItem"><span class="listText">Fixed that exporting an FBX fails if the animated GameObject's root has one direct child with the exact same name as the root.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added the "UMotion API" chapter.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.17p06</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that enabling IK Pinning rotated the IK target in a wrong way in case the character's root is rotated.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the global move tool assistant doesn't work correctly when moving a transform that is controlled by a Child-Of constraint.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.17p05</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Reverted the fix applied in V1.17p04 regarding the offset of the "UMotion Lock" hierarchy label as the problem has been fixed in Unity 2019.1.1f1 and higher.</span></li>
+ <li class="listItem"><span class="listText">Fixed that applying a GameObject to the Pose Editor causes the whole screen to get black when HDRP is used. Rendering will still appear darker then it should, this is caused by a Unity bug and has been reported to Unity.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.17p04</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when a GameObject is assigned to the Pose Editor in Unity 2019.1 when HDRP is used.</span></li>
+ <li class="listItem"><span class="listText">Fixed that when using the rect selection to select a master key, read-only key are also selected.</span></li>
+ <li class="listItem"><span class="listText">Fixed that pressing "Space" in the Clip Editor in Unity 2019.1 opened the Clip selection popup instead of exectuing the shortcut assigned to "Space".</span></li>
+ <li class="listItem"><span class="listText">Fixed that the "UMotion Lock" hierarchy label has an offset in Unity 2019.1.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.17p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed rig rendering when HDRP/LWRP are used.</span></li>
+ <li class="listItem"><span class="listText">Fixed an error message that is shown when clicking the clear button in the Pose Editor when HDRP is used.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown under specific circumstances when a GameObject is applied to the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Catched an exception that is thrown under specific circumstances when clicking the "Sync" button and replaced it with an error message.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added "IK pinned hand/foot jitter's in the exported animation" to the "Exporting Animations FAQ".</span></li>
+ <li class="listItem"><span class="listText">Added the video "Episode 3: Customizing an animation for a RPG" to the "Video Tutorials" chapter.</span></li>
+ <li class="listItem"><span class="listText">Added the video "Episode 4: Unity Timeline & Weighted Tangents" to the "Video Tutorials" chapter.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.17p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed a regression (introduced in V1.16p03) that caused scaled GameObjects to offset their position when they are applied to the Pose Editor.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.17p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that rotation continuity wasn't always ensured when exporting an animation clip as humanoid *.anim.</span></li>
+ <li class="listItem"><span class="listText">Exceptions that are thrown by any non UMotion script in the OnProjectChanged() callback while UMotion imports an animation are ignored now.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when a component property that is animated in the current UMotion project is removed from the component's script.</span></li>
+ <li class="listItem"><span class="listText">Exceptions that are thrown by any non UMotion script in the OnDisabled() callback when UMotion is removing a GameObject from the Pose Editor are ignored now.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when an animation clip is imported that contains a humanoid property with no key frames.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the curve editor's context menu item "Edit Key" could be clicked (and thus lead to an exception) when an event was selected but no key.</span></li>
+ <li class="listItem"><span class="listText">Fixed that data that is re-created by undo/redo still has it's old event listeners registered.</span></li>
+ <li class="listItem"><span class="listText">Ignores exceptions that are thrown by other scripts when AssetImporter.SaveAndReimport() is called when importing animations into UMotion.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.17</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Clearing a GameObject from the Pose Editor but keeping the current pose in scene is now possible by clicking the dropdown arrow next to the "Clear" button.</span></li>
+ <li class="listItem"><span class="listText">Reworked the GameObject locking mechanism ("UMotion Lock") to better incoperate with Unity's new prefab workflow (introduced in Unity 2018.3).</span></li>
+ <li class="listItem"><span class="listText">When syncing UMotion with Unity Timeline, the animated GameObject isn't temporarly removed from Unity Timeline anymore.</span></li>
+ <li class="listItem"><span class="listText">It is not possible to create a prefab of a GameObject that is locked by UMotion anymore.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when a GameObject that is a child in new prefab (Unity 2018.3 or above) is applied to the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when Unity is started and the project contains a prefab with a UMotionLock component.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the FBX exporter doesn't export the clip settings correctly (e.g. loop, start frame, end frame,...).</span></li>
+ <li class="listItem"><span class="listText">Fixed that modal windows aren't automatically closed when the parent window is closed.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when clicking on the File menu (Clip Editor) and there are backup files with an invalid name in the backup directory.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">"Unity Timeline Integration" chapter: Updated text to indicate that GameObjects aren't removed from Timeline anymore.</span></li>
+ <li class="listItem"><span class="listText">Updated the "Pose Editor" chapter based on the latest implementation changes.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.16p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that when an *.FBX file is exported again by UMotion the Animator Controller looses the reference to animation clips contained in that *.FBX file.</span></li>
+ <li class="listItem"><span class="listText">Fixed a regression (introduced in V1.16p02) causing IK on generic bones to not beeing exported to *.anim correctly.</span></li>
+ <li class="listItem"><span class="listText">Fixed that UMotion's animation preview doesn't preview the root position of a generic animation correctly if the root transform is scaled.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the interpolation of rotation curves of generic animations is slightly different when exported to *.anim (than in UMotion).</span></li>
+ <li class="listItem"><span class="listText">Fixed that euler/quaternion continuity for generic bones that used multiple layers or constraints wasn't ensured when exported to *.anim.</span></li>
+ <li class="listItem"><span class="listText">Fixed wrong method name in GUICompatibilityUtility.cs.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when a corrupted humanoid character is applied to the pose editor.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.16p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that rotation curves of a generic animation aren't exported correctly to *.anim when an IK constraint is applied to a sibling or a parent in the hierarchy.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception when clicking on "OK" in the "Add Mirror Mapping" dialog when the "Mirror Mapping" dialog has already been closed.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.16p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed compile errors in Unity 2019.1 when the Unity Timeline package isn't installed.</span></li>
+ <li class="listItem"><span class="listText">A broken animation clip can now be detected and automatically deleted to prevent exceptions caused by that clip.</span></li>
+ <li class="listItem"><span class="listText">The animation export now skips animation clips that are faulty instead of generating unhandled exceptions.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the *.FBX exporter on Mac OS exports wrong values for rotation curves under some circumstances.</span></li>
+ <li class="listItem"><span class="listText">Fixed that auto key ("generate") creates keys when keys are dragged in the Dopesheet.</span></li>
+ <li class="listItem"><span class="listText">Changed all materials in the example scene to use an "Unlit" shader so that they are displayed correctly across each render pipeline.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.16</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Line numbers are now displayed in exception stack traces.</span></li>
+ <li class="listItem"><span class="listText">Added a warning messages to the animation importer when a bone/transform that is animated in the imported animation is locked in the UMotion project. Furthermore a dialog appears that asks if the locked bones/transforms should be automatically re-configured to show the animation.</span></li>
+ <li class="listItem"><span class="listText">Improved the text that is displayed in the "Channels" section of the Pose Editor when a locked bone/transform is selected.</span></li>
+ <li class="listItem"><span class="listText">Added helping links to the export settings and the export log window that refer to the "Exporting Animations FAQ".</span></li>
+ <li class="listItem"><span class="listText">Added a warning dialog when a GameObject is assigned to the Pose Editor for the first time and bones/transforms have duplicate names.</span></li>
+ <li class="listItem"><span class="listText">Added an error message when exporting *.fbx animations and duplicate names are found in bones/transforms.</span></li>
+ <li class="listItem"><span class="listText">Added a "Tip" to the clip import dialog regarding humanoid animator IK.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that UMotion windows are closed everytime Unity is opened (happens only in HDRP projects).</span></li>
+ <li class="listItem"><span class="listText">Fixed that a script with an obfuscated name is shown in the "Add Component" menu.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the description in the "Key Dialog" window is cut off.</span></li>
+ <li class="listItem"><span class="listText">Fixed that UMotion thinks it crashed if a 3rd party script throws an exception in "MonoBehaviour.OnValidate()".</span></li>
+ <li class="listItem"><span class="listText">Fixed that some special operations (e.g. deleting only a single key and then closing the project) don't set the umotion project dirty thus are not stored.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added a new chapter "Exporting Animations FAQ". Helps troubleshooting issues related to exporting animations.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.15p04</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that the camera isn't rendered correctly when a character is applied to the pose editor due to HD render pipeline's fog.</span></li>
+ <li class="listItem"><span class="listText">Fixed that it's not possible to assign a shortcut to "Frame View" (Curves).</span></li>
+ <li class="listItem"><span class="listText">Fixed a crash when trying to create a "Custom IK" chain with the IK Setup Wizard when the target bone is locked.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.15p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed wrong text rendering in all UMotion windows when UMotion is used together with Unity's new editor skin.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when the IK handel's parent is set to be the IK target and the operation is undone and then redone.</span></li>
+ <li class="listItem"><span class="listText">Fixed a compile error when using UMotion in Unity 2019.1.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.15p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that continuity was not ensured for quaternion curves of exported *.anim files.</span></li>
+ <li class="listItem"><span class="listText">Fixed a crash that appears when the curves view is opened, selection syncing between Pose and Clip Editor is enabled and the opened animation clip is deleted.</span></li>
+ <li class="listItem"><span class="listText">Fixed a crash that can appear on Linux/Mac OS under certain circumstances when UMotion is opened/reloaded after an assembly reload.</span></li>
+ <li class="listItem"><span class="listText">Fixed a crash that appears under certain circumstances when pressing the "Cleanup" button in Config Mode and selection syncing is enabled.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.15p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when having multiple keys selected in the Curves View, editing their value via the "Edit Keys" context menu and then scaling the keys via the rect tool before the "Edit Keys" dialog is closed.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when right clicking in the Curves View when no animated property is selected.</span></li>
+ <li class="listItem"><span class="listText">Fixed that UMotion accidentally thinks that it crashed when other assets throw an exception in OnWillSaveAssets() while UMotion is restoring the animation compression setting while importing an animation clip.</span></li>
+ <li class="listItem"><span class="listText">Fixed that when the synchronized selection is enabled, the curve view displays a curve even though no animated property is selected anymore.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.15</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added a new button "↔ Clip Editor" to the Selection section in the Pose Editor. When enabled, the selection of the Pose Editor and of the Clip Editor is synchronized. This mode is enabled by default.</span></li>
+ <li class="listItem"><span class="listText">Added a new menu item "Select Property Keys in Clip Editor" to the context menu of the Channels section in the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Added a new menu item "Select All keys" to the contex menu of the Animated Properties List.</span></li>
+ <li class="listItem"><span class="listText">Selecting a property in the Animated Properties List in the Clip Editor, doesn't select all keys of that property anymore.</span></li>
+ <li class="listItem"><span class="listText">Generic animation clips exported as *.anim now show the root motion settings in the Inspector.</span></li>
+ <li class="listItem"><span class="listText">Vertex weight visualization has been removed due to incompatibility with newer Unity versions.</span></li>
+ <li class="listItem"><span class="listText">Added a "duplicate clip" button to the Clip Editor.</span></li>
+ <li class="listItem"><span class="listText">Decreased the space required by the Playback Navigation bar in order to ensure that all buttons are visible even on small screens.</span></li>
+ <li class="listItem"><span class="listText">Added a "Select In Scene" menu item to the Dopesheet/Curves View context menu. Can also be triggered by holding alt while selecting a key.</span></li>
+ <li class="listItem"><span class="listText">Added a context menu to the time ruler. Can be used to set the playback start/end frame.</span></li>
+ <li class="listItem"><span class="listText">Added a "Crop" feature that allows cropping whole animation clips. The start/end frame is defined by the playback start/end frame. The feature can be reached via "Edit / Crop to Playback" or via the context menu in the Dopesheet/Curves View.</span></li>
+ <li class="listItem"><span class="listText">Added a "Reverse" feature that allows reversing selected keys of an animation clip. The feature can be reached via "Edit / Reverse" or via the context menu in the Dopesheet/Curves View.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that the last selected clip name is displayed in the popup button of the Clip Editor even if the project is already closed.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the tangent mode of keys of generic animation clips wasn't exported correctly in Unity 5.5 and Unity 5.6.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the rect tool handles aren't calculated correctly when child-of keys are selected.</span></li>
+ <li class="listItem"><span class="listText">Fixed that reversing the child-of constraint via the rect tool isn't reversing the constant interpolated curve correctly.</span></li>
+ <li class="listItem"><span class="listText">Fixed that when an IK driven bone is selected in the IK rig layer, tools manipulated the corresponding FK bone. The tool should do nothing instead.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added a description of the new button in the Selection chapter of the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Updated the description of the context menu in the Channels chapter.</span></li>
+ <li class="listItem"><span class="listText">Updated the description of the context menu in the Animated Properties List chapter.</span></li>
+ <li class="listItem"><span class="listText">Removed the descriptions related to the vertex weight visualization from the "Pose Editor -> Options" and "Pose Editor -> Display" chapters.</span></li>
+ <li class="listItem"><span class="listText">Added a description of the new "duplicate clip" button to the "Clip Editor -> Main Navigation" chapter.</span></li>
+ <li class="listItem"><span class="listText">Updated the screenshots in the "Clip Editor" and "Clip Editor -> Playback Navigation" chapters.</span></li>
+ <li class="listItem"><span class="listText">Added descriptions for the new menu items in the "Clip Editor -> Menu Bar -> Edit" chapter.</span></li>
+ <li class="listItem"><span class="listText">Added descriptions for the new menu items in the "Clip Editor -> Dopesheet / Curves View" chapter.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.14p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that white boxes randomly appeared on some PCs as soon a character is assigned to the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the text in the Shortcut Binding Dialog has no word wrap.</span></li>
+ <li class="listItem"><span class="listText">Fixed that euler continuity wasn't ensured when using "Copy To Other Side" in combination with "Auto Key".</span></li>
+ <li class="listItem"><span class="listText">Fixed that transforms that don't exist in an *.FBX file that is updated by the exporter cause an error message even if their visibility is set to "Locked" in UMotion.</span></li>
+ <li class="listItem"><span class="listText">Fixed a compile error in Untiy 2018.3 and added support for the new "ApplySceneOffsets" mode in Unity Timeline's animation tracks.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the FBX exporter exported events on the wrong frame position.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.14</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">The Auto/Clamped Auto tangent mode has been reworked. In case the clip is looped, it now calculates the tangents of the first and last key in such a way that they interpolate seamlessly.</span></li>
+ <li class="listItem"><span class="listText">Improved the wording of the \"This clip is not compatible with this project.\" error message shown when importing a generic animation that uses an incompatible rig.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed a crash that appears when importing a clip from a umotion project with a child-of curve that has no parent selected into an existing umotion project.</span></li>
+ <li class="listItem"><span class="listText">Fixed a GUI related crash that can appear under very specific circumstances.</span></li>
+ <li class="listItem"><span class="listText">Fixed a crash in Unity 2018.2 when synchronized with Unity Timeline and playback is stopped.</span></li>
+ <li class="listItem"><span class="listText">Fixed that *.anim export always exported clips at 60 fps in Unity 2018.2.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Updated the "Playback Navigation", "Clip Settings" and "Dopesheet / Curves View" chapters based on the changes of the Auto/Clamped Auto tangent mode.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.13p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that the text in the "Calibrate Character Front" (IK Setup Wizard) window was truncated.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when exporting an animation clip that has invalid characters in it's name.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when the FBX SDK dll wasn't updated correctly when installing a UMotion update.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown under very specific circumstances when clearing the animated GameObject from the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Implemented a workaround for the "TypeLoadExcpetion" that is thrown every time when Unity 2018.2 is opened.</span></li>
+ <li class="listItem"><span class="listText">Implemented a workaround for the GUI textures beeing randomly unloaded by Unity 2018.2.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that appears under specific circumstances when enabling vertex weight rendering.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when "Cleanup" is pressed and IK chain members are thus removed.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.13p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed GUID conflicts.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.13</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">The *.fbx file scale can now be defined in the export settings.</span></li>
+ <li class="listItem"><span class="listText">Export to FBX is now also supported on Mac OSX.</span></li>
+ <li class="listItem"><span class="listText">The dopesheet context menu now also displays the "Add keys To All Properties" item when a master key or an animation event was clicked.</span></li>
+ <li class="listItem"><span class="listText">The context menu that is used to switch between animation clips is now sorted alphabetically.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when the About Dialog is opened.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when exporting a *.fbx animation and the defined export directory does not exist.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the total *.fbx file grows with each export when updating an existing *.fbx file.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the framerate isn't correctly exported when exporting as *.fbx.</span></li>
+ <li class="listItem"><span class="listText">Fixed that root motion isn't previewed correctly when the animated character is scaled.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that can occur under specific circumstances when clicking on the "Calibrate Character Front" button in the IK setup wizard.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that can occur under specific circumstances when creating a humanoid IK rig using the IK setup wizard.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when exporting a clip that has a custom property in "component property" mode with no GameObject assigned.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when pressing <span class="keyboardKey">CTRL</span> + <span class="keyboardKey">D</span> while dragging keys in the Clip Editor.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added a description of the "File Scale" property in the "Clip Editor / Main Navigation / Project Settings" chapter.</span></li>
+ <li class="listItem"><span class="listText">Updated the "Import/Export" chapter based on the latest changes.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.12p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when opening a umotion project that has keys at frames below 0.</span></li>
+ <li class="listItem"><span class="listText">Installed a workaround for a bug in Unity 2018.2 that causes most GUI labels to be displayed incorrectly.</span></li>
+ <li class="listItem"><span class="listText">Installed a workaround for a bug in Unity 2018.2 that causes the colliders of the bones not to update.</span></li>
+ <li class="listItem"><span class="listText">Fixed a few exceptions that are thrown under very specific circumstances by the GUI system.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.12p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that when the Child-Of Parent (or IK Pinning) property is changed, existing keys are not updated correctly.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown in various scenarios when using a Child-Of (IK Pinning) constraint.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown in some specific scenarios when creating keys via the key selected dialog.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that can occur on Mac OS when the Clip Editor window is opened.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that can be thrown under specific circumstances when a project is closed.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that can be thrown under specific circumstances when a project is imported.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.12p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when deleting two animation clips in sequence while the curves view is visible.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when undoing the creation of a new project (when another project was previously opened).</span></li>
+ <li class="listItem"><span class="listText">Undoing/redoing switching between UMotion projects is not supported anymore as there a various cornern cases that can cause exceptions.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added a video tutorial chapter for tutorials created by the Youtuber "Jayanam".</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.12</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">The core architecture was reworked in order to gain major performance improvements (especially when editing large animation clips).</span></li>
+ <li class="listItem"><span class="listText">Support for Unity 5.4 is deprecated. Please use Unity 5.5 or higher or keep using UMotion V1.11p02.</span></li>
+ <li class="listItem"><span class="listText">The "<unity-project>/UMotionAutoBackups" folder was moved to "<unity-project>/UMotionData/AutoBackups".</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exceptions that is thrown on Mac OS when a UMotion dialog window is opened.</span></li>
+ <li class="listItem"><span class="listText">Fixed that "File Format Changed" dialog is not shown when UMotion automatically openes the last used project.</span></li>
+ <li class="listItem"><span class="listText">Fixed that "File Format Changed" dialog is not shown when opening a project via the "Recently Opened Projects" menu item.</span></li>
+ <li class="listItem"><span class="listText">Fixed error messages that appear in the Unity Console regarding an invalid scale being assigned.</span></li>
+ <li class="listItem"><span class="listText">Fixed an endless loop when opening the curves view when the whole animation only has keys at the first frame.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Removed the description of known issue related to Unity versions that aren't supported anymore.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.11p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that all tangents instead of only the selected ones are inverted when applying a negative scale with the box tool.</span></li>
+ <li class="listItem"><span class="listText">Fixed that free tangents aren't inverted correctly by the box tool.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown clicking on an animated property using <span class="keyboardKey">ALT</span> + <span class="keyboardKey">Left Mouse Button</span> and no GameObject is assigned to the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when a GameObject that is currently locked by UMotion is duplicated (by duplicating a parent transform of it) as soon as "Clear" is pressed in the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Fixed a potential exception that can occure when dragging keys over existing keys.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when exporting in "Update existing FBX mode" and the FBX file that should be updated has been deleted.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when exporting an animation clip and a constraint dependency loop is detected.</span></li>
+ <li class="listItem"><span class="listText">Fixed various exceptions that appear when bones in an IK chain do not exist in the current animated GameObject.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.11p01</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">The "Quick Start Tutorial" is now shown in the welcome screen.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that tangent properties aren't inverted when keys are inverted using the box tool.</span></li>
+ <li class="listItem"><span class="listText">Ignoring an exception that is caused by a Unity bug in 2018.2.0 when AssetDatabase.Refresh() is called.</span></li>
+ <li class="listItem"><span class="listText">Fixed a null reference exception that appears under specific circumstances when editing an animation clip of a Unity Timeline sequence.</span></li>
+ <li class="listItem"><span class="listText">Fixed a null reference exception that appears under specific circumstances when using the IK Setup Wizard.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the rotation tool assistant window width is too small in some specific situtations.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the clip name of an animation clip that is exported for the first time isn't displayed in the title of the export progress bar dialog.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added a "Quick Start Tutorial" to the Video Tutorials chapter.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.11</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added FBX export functionality.</span></li>
+ <li class="listItem"><span class="listText">Added export settings to the project settings window. The export settings can also be reached via "File / Export / Export Settings".</span></li>
+ <li class="listItem"><span class="listText">Added Autodesk® FBX® copyright notice to "About" window.</span></li>
+ <li class="listItem"><span class="listText">Reduced the time consumed for exporting a humanoid animation that uses IK by 50%.</span></li>
+ <li class="listItem"><span class="listText">The export process now displays progress bars.</span></li>
+ <li class="listItem"><span class="listText">The "Unapplied Modifications" dialog displayed when switching from Config Mode to Pose Mode now offers an option to directly save the referenc pose.</span></li>
+ <li class="listItem"><span class="listText">Improved the Curves View: Curves now correctly preview how they behave after the clips last frame (loop, root motion).</span></li>
+ <li class="listItem"><span class="listText">Added box editing tool to the Clip Editor: Provides easy scaling of keys and events.</span></li>
+ <li class="listItem"><span class="listText">Added "ripple" mode when dragging or scaling keys/events (activated by holding <span class="keyboardKey">R</span>).</span></li>
+ <li class="listItem"><span class="listText">Improved the Rotation Tool Assistant.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when pressing the "Focus Camera" shortcut in some specific scenarios.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when all IK chain members are masked and the IK target's visibility is set to "locked".</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown in Pose Mode when all IK chain members of an IK constraint are masked.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added Autodesk® FBX® copyright notice to "Credits" chapter.</span></li>
+ <li class="listItem"><span class="listText">Added Eigen copyright notice to "Credits" chapter.</span></li>
+ <li class="listItem"><span class="listText">Updated "Clip Editor / Main Navigation / Project Settings" chapter based on latest implementation changes.</span></li>
+ <li class="listItem"><span class="listText">Updated "Clip Editor / Import/Export" chapter based on latest implementation changes.</span></li>
+ <li class="listItem"><span class="listText">Updated "Pose Editor / Tool Assistant" chapter based on latest implementation changes.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.10p04</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when importing an *.anim file that has key frames with invalid tangent modes.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown under very specific conditions when assigning a humanoid GameObject to the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown under very specific conditions when pressing <span class="keyboardKey">Tab</span> (= switch edit mode shortcut) when no preview object is selected in the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Improved exception handling so that other assets that throw exceptions in events like OnProjectChange() don't break UMotion's functionality.</span></li>
+ <li class="listItem"><span class="listText">Fixed exceptions that are thrown when AssetDatabase methods issue a nested OnGUI call.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.10p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when clicking on "Window --> UMotion Editor --> Manual" when the Clip Editor is not opened.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when clicking on "Window --> UMotion Editor --> Video Tutorials" when the Clip Editor is not opened.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown by the rotation tool assistant under very specific circumstances.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when undo is performed after the UMotion project file was deleted.</span></li>
+ <li class="listItem"><span class="listText">Fixed that UMotion windows are closed when restarting UMotion (regression V1.10p02).</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown undoing the deletion of a Custom Property constraint, changing the mode then delete the Custom Property constraint again.</span></li>
+ <li class="listItem"><span class="listText">Fixed that undoing the deletion of a Custom Property Constraint, the error dialog "Empty name not allowed" is displayed every time the mode is changed.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when vertex weight visualization is enabled on meshes that have no boneWeights defined.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.10p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown under very specific circumstances when pasting in the Clip Editor.</span></li>
+ <li class="listItem"><span class="listText">Fixed a "ReflectionTypeLoadException" that is thrown under specific circumstances.</span></li>
+ <li class="listItem"><span class="listText">Fixed compatibility with Unity Timeline in Unity 2018.2 (beta).</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown under very specific circumstances when opening the Clip Editor for the first time.</span></li>
+ <li class="listItem"><span class="listText">Added a error message box instead of some undefined behaviour when assigning a child or a parent GameObject of the GameObject already locked by UMotion to the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when assigning a GameObject with HideFlags.DontSave set.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when deleting the UMotion installation while a UMotion project (that is also deleted) is loaded in the Clip Editor.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when vertex weight visualization is enabled on a GameObject that has a SkinnedMeshRenderer with no bones.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown by the IK Setup Wizard when a bone is selected as target that doesn't exist in the current animated GameObject.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.10p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that the legacy GameObject "UMotion_EditorStatesSceneHelper" is only removed when UMotion is instantiated but not when a scene is opened.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.10</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added a backup system that automatically creates backups of the opened UMotion project (enabled by default).</span></li>
+ <li class="listItem"><span class="listText">The "Channels" section in the Pose Editor is now resizeable.</span></li>
+ <li class="listItem"><span class="listText">Added a search box to the "Channels" section of the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Implemented an update/general notification system.</span></li>
+ <li class="listItem"><span class="listText">Added tooltips to settings shown in the preferences window.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed various GUI layout exceptions when running in the Linux editor.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception when clicking on "Focus Camera" when no SceneView window exists in the current editor layout.</span></li>
+ <li class="listItem"><span class="listText">Fixed that "Focus Camera" doesn't make the SceneView window visible when hidden by another window.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Updated "Clip Editor / Preferences" chapter based on latest implementation changes.</span></li>
+ <li class="listItem"><span class="listText">Updated "Pose Editor / Pose Mode / Channels" chapter based on latest implementation changes.</span></li>
+ <li class="listItem"><span class="listText">Updated "Clip Editor / Menu Bar / File" chapter based on latest implementation changes.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.09p05</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed some Unity GUI Layout exceptions randomly appearing on Mac OS.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.09p04</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed various exceptions that are thrown when modifying keys via shortcuts (e.g. delete, paste,...) while they are dragged in the Clip Editor.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when pasting a key of a property that doesn't exist in the current project.</span></li>
+ <li class="listItem"><span class="listText">Fixed that dragging keys/events isn't stopped even though the window isn't focused anymore.</span></li>
+ <li class="listItem"><span class="listText">Fixed that auto key buttons aren't correctly placed in the UI layout.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.09p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that animations aren't imported completely "lossless" (even though the key frame reduction is set to "lossless") resulting in some noticeable jitter.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when manipulating the transform hierarchy of a GameObject currently locked by UMotion.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the "Reference Pose" text overflows the tab UI element (in the Config Mode panel).</span></li>
+ <li class="listItem"><span class="listText">Fixed that the "Properties" tab was slightly bigger than the other tabs (in the Config Mode panel).</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when exporting humanoid animation clips (regression V1.09p02).</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.09p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when importing a generic animation in Unity 2017.1 or higher.</span></li>
+ <li class="listItem"><span class="listText">Fixed that exported euler rotations of generic animation clips differ from the euler curve created in UMotion.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.09p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when assigning a GameObject to the Pose Editor in play mode.</span></li>
+ <li class="listItem"><span class="listText">Fixed that broken tangents don't work in Unity 5.5 and 5.6.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.09</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added additional menu items to the "Window/UMotion Editor" menu: "Manual", "Video Tutorials" and "Contact Support".</span></li>
+ <li class="listItem"><span class="listText">Extending UMotion Pro's functionality is now possible via the <a href="Options.html#ExtendingUMotion" class="link">callback system</a>. This allows using e.g. FinalIK inside UMotion or writing new constraints (e.g. a "Look-At" constraint).</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Enabled the workaround for Known Issue 07 in Unity 2017.4.</span></li>
+ <li class="listItem"><span class="listText">Fixed that no error message is prompted when a name used for a custom IK target or custom IK pole target (in the IK Setup Wizard) is already taken by a humanoid bone.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the warning message "Tiled GPU perf. warning: RenderTexture color surface was not cleared/discarded" is shown when Graphics Emulation is set to "OpenGL ES 2.0" and a GameObject is applied to the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the warning message "The referenced script on this Behaviour is missing" is shown everytime Play Mode is started after UMotion has been uninstalled.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the "Reference Mode" popup button in the IK Setup Wizard was thicker than the "Target Rotation" popup button.</span></li>
+ <li class="listItem"><span class="listText">Fixed that starting Play Mode in Unity 2018.1 caused an exception when a UMotion window was opened.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added "Extending UMotion" to the "Options" chapter.</span></li>
+ <li class="listItem"><span class="listText">Added an entry to the FAQ.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.08p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown in Unity 2018.1b12 when Unity Timeline is previewing an animation on the same GameObject as being used by UMotion.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.08p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Transforms added in Unity or custom joints/transforms added in UMotion that have the same name like a transform mapped as humanoid bone caused an unhandled exception when exporting an animation or applying the GameObject to the Pose Editor. Added additional error checks so that this situation doesn't occur anymore.</span></li>
+ <li class="listItem"><span class="listText">Fixed that bones are displayed with a wrong rotation if the animated GameObject has a rotated parent transform.</span></li>
+ <li class="listItem"><span class="listText">The "Resources" folder was renamed to "InternalResource" to avoid that the assets inside this folder are added to the built game when UMotion isn't installed in the "Editor Default Resources" folder. A clean install is required for this change to take effect.</span></li>
+ <li class="listItem"><span class="listText">Added an error message that is shown instead of an exception when UMotion script files are compiled into the wrong assembly. This happens for example when UMotion is placed inside a folder named "Plugins".</span></li>
+ <li class="listItem"><span class="listText">Fixed that in various situations a message box is displayed while importing a timeline animation clip indicating that the "Animation Preview" mode is going to be disabled.</span></li>
+ <li class="listItem"><span class="listText">Fixed that synchronization wasn't disabled when a new project created/loaded.</span></li>
+ <li class="listItem"><span class="listText">Fixed several GUI performance shortcomings.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the shape of a transform isn't restored when it's deletion is undone.</span></li>
+ <li class="listItem"><span class="listText">Fixed that after undoing and redoing the IK creation (IK Setup Wizard) the pole targets aren't displayed in the IK color (blue by default).</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when undoing the deletion of an object that was used as IK target.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when undoing the deletion of an object that was used as IK pole target when switching back to Pose Mode.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when the Clip Editor window is closed while the Pose Editor is in config mode.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when a GameObject is assigned to the Pose Editor where bones have been deleted.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Updated the "Editor Default Resources" folder description in the "Getting Started" chapter.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.08</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">The algorithm of the IK Constraint was improved. The new constraint produces more stable results (less jitter). The new algorithm is automatically used when a new IK constraint is created. For compatibility reasons, old projects keep using the old implementation.</span></li>
+ <li class="listItem"><span class="listText">"Legacy Mode" property was added to the IK Constraint settings. Disable this property (in Config Mode --> Constraints tab) to use the new (more stable) IK algorithm.</span></li>
+ <li class="listItem"><span class="listText">The shape of transforms can now be changed in config mode. Available shapes: Solid, Wire Cube and Wire Sphere.</span></li>
+ <li class="listItem"><span class="listText">The IK Setup Wizard now automatically configures IK Handles to be displayed as "Wire Cubes" and IK Pole Targets as "Wire Spheres".</span></li>
+ <li class="listItem"><span class="listText">The IK Setup wizard now has "Create Pole Targets" enabled by default for human IK.</span></li>
+ <li class="listItem"><span class="listText">The IK Setup wizard now has "IK Handle" enabled by default for human IK "target rotation".</span></li>
+ <li class="listItem"><span class="listText">The rig rendering was reworked making UMotion compatible with Unity's new "Scriptable Render Pipeline" (introduced in Unity 2018.1).</span></li>
+ <li class="listItem"><span class="listText">The "Stick Deselected" color's default value was changed to gray. Additionally the color is now also used for dashed lines and wires.</span></li>
+ <li class="listItem"><span class="listText">The max. limit of the Size parameter for bones/transforms has been increased (Config Mode --> Properties and IK Setup Wizard).</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception when assigning a humanoid GameObject to the Pose Editor that has multiple transforms named like the transforms that are used as bones.</span></li>
+ <li class="listItem"><span class="listText">Fixed that SkinnedMeshRenderers are always enabled when a GameObject is applied to the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Fixed a compile error in Unity 2017.1.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception when clicking on the Sync button when a clip is selected in Unity Timeline in Unity 2017.1.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the rotation tool (and assistant) isn't working correctly when a parent is set via the Child-Of constraint (or IK Pinning enabled).</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Updated description of "Stick Deselected" color in the "Pose Editor / Options" chapter.</span></li>
+ <li class="listItem"><span class="listText">Added description of the Legacy Mode to the "Pose Editor / Constraint System / Inverse Kinematics" chapter.</span></li>
+ <li class="listItem"><span class="listText">Added description of the new Shape property to the "Pose Editor / Config Mode / Configuration" chapter.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.07</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Support for Unity 5.3 is deprecated. Please use Unity 5.4 or higher or keep using UMotion V1.06p02.</span></li>
+ <li class="listItem"><span class="listText">GameObjects with "Optimize GameObjects" enabled are now automatically deoptimized to allow animation editing when applied to the Pose Editor. The changes are reverted as soon as the GameObject is removed from the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Editing animation clips that are used in Unity Timeline (Sync --> Timeline Window --> Edit Selected Clip).</span></li>
+ <li class="listItem"><span class="listText">Selecting parent GameObjects of the current animated GameObject is now allowed.</span></li>
+ <li class="listItem"><span class="listText">It is now possible to play an animation on a parent object (e.g. a horse) using the Unity Timeline or Animation Window while the child object (e.g. a equestrian) is edited using UMotion.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Installed a general workaround for Unity's GUI Layout bugs on Mac OSX.</span></li>
+ <li class="listItem"><span class="listText">Fixed that "Morph3D's" scripts throw exceptions when "Morph3d" character's are assigned to the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Fixed that "Ultimate Water" throws an exception when a GameObject is assigned to the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Added a workaround for a Unity GUI bug that throws an exception on Mac OS when the "Welcome Dialog" is closed by pressing the "Continue to Clip Editor" button.</span></li>
+ <li class="listItem"><span class="listText">Fixed compile errors when UMotion is included in a project that uses Beebyte's Obfuscator.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that occurs when a GameObject uses an Avatar of a model that has "Optimize Game Objects" set.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that occurs when deleting a UMotion project file while it's opened by UMotion.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added a short description of the Sync button to the "Dopesheet / Curves View" chapter.</span></li>
+ <li class="listItem"><span class="listText">Added the "Unity Timeline Integration" chapter.</span></li>
+ <li class="listItem"><span class="listText">Added Known Issue 10.</span></li>
+ <li class="listItem"><span class="listText">Updated the description of Known Issue 09.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.06p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed a null reference exception when applying a GameObject to the Pose Editor that has less hips parent transforms than the model the humnaoid avatar was originally created for.</span></li>
+ <li class="listItem"><span class="listText">Fixed that "Issue Bug Report" didn't work if the stack trace was very long.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.06p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed a compiler error that occurs when building a Unity project that has UMotion included.</span></li>
+ <li class="listItem"><span class="listText">Fixed that if the current edited GameObject has Physics components (like RigidBody) attached, importing humanoid animation clips doesn't work correctly.</span></li>
+ <li class="listItem"><span class="listText">Fixed that editing a GameObject who's mesh is dynamically created doesn't work.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.06</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Supports Unity 2018.1.</span></li>
+ <li class="listItem"><span class="listText">Added support for weighted tangents (requires Unity 2018.1 or higher).</span></li>
+ <li class="listItem"><span class="listText">The "UMotion Editor" folder can now be placed anywhere in your project's folder hierarchy.</span></li>
+ <li class="listItem"><span class="listText">Reduced performance footprint of the Muscle Groups Assistant.</span></li>
+ <li class="listItem"><span class="listText">Functions for animation events are now also found if Unity 2017.3 Assembly Definition Files are used.</span></li>
+ <li class="listItem"><span class="listText">Pressing <span class="keyboardKey">SHIFT</span> or <span class="keyboardKey">ALT</span> while dragging a key in the Curves View now constraints the movement alongside the value or time axis.</span></li>
+ <li class="listItem"><span class="listText"><span class="keyboardKey">ALT</span> + <span class="keyboardKey">Left Mouse Button</span> can now also be used for panning in the Dopesheet and Curves View.</span></li>
+ <li class="listItem"><span class="listText">Added a welcome screen that is shown when UMotion is started for the first time.</span></li>
+ <li class="listItem"><span class="listText">The zoom of "Focus Camera" is now smarter.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that occurs when a key or event is already selected and is then clicked and dragged while <span class="keyboardKey">CTRL</span> is being pressed.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Updated the "Dopesheet / Curves View" chapter based on the latest implementation changes.</span></li>
+ <li class="listItem"><span class="listText">Updated the "Curves View" chapter based on the latest implementation changes.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.05p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that rotating the scene view using <span class="keyboardKey">ALT</span> + <span class="keyboardKey">Left Mouse Button</span> deselects previously selected bones.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the Muscle Groups Assistant is displayed even if the Tool Assistant visiblity is disabled in the Display section.</span></li>
+ <li class="listItem"><span class="listText">Fixed an invalid height of the animation layer name input field in Unity 2017.3 and higher.</span></li>
+ <li class="listItem"><span class="listText">Fixed that importing an animation clip that animates only one transform wasn't possible.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the context menu in the curves view sometimes displays the "Add Keys" item as disabled when it should be enabled.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.05</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">The "Muscle Groups Assistant" was added.</span></li>
+ <li class="listItem"><span class="listText">It's now possible to synchronize the frame cursor with Unity's Animation Window or Timeline Window.</span></li>
+ <li class="listItem"><span class="listText">A menu and a help button was added to all tool assistant windows.</span></li>
+ <li class="listItem"><span class="listText">Copy, Paste and Clear functionality was added to the Position, Rotation and Scale Tool Assistants.</span></li>
+ <li class="listItem"><span class="listText">The "Apply Bind Pose" and "Apply Scene Pose" buttons (Config Mode) now show a context menu to select if All, Position, Rotation or Scale should be reset.</span></li>
+ <li class="listItem"><span class="listText">"Select All" now selects also the hidden bones/transforms in Config Mode.</span></li>
+ <li class="listItem"><span class="listText">Improved error message that appears when the original imported model can not be found.</span></li>
+ <li class="listItem"><span class="listText">"Apply Reference Pose" now resets the position/rotation/scale to 0 in additive layers.</span></li>
+ <li class="listItem"><span class="listText">Added an error message when a humanoid bone is already defined in a humanoid UMotion project.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that quaternion continuity isn't esnured for the exported RootQ curves.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception by adding a warning message that appears when a humanoid avatar doesn't match the animated GameObject.</span></li>
+ <li class="listItem"><span class="listText">Fixed that canceling the "Add Animation Layer" and "Edit Animation Layer" dialog wasn't working.</span></li>
+ <li class="listItem"><span class="listText">Fixed that deleting an animation event doesn't work from within the context menu.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception when pressing the "Key Selected / All" shortcut when the Pose Editor was hidden while a new project was created.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the rotation tool assistent isn't working correctly if an object has an active Child-Of constraint.</span></li>
+ <li class="listItem"><span class="listText">Fixed that bones are displayed with an invalid length if they have a translation applied before they are assigned to the Pose Editor.</span></li>
+ <li class="listItem"><span class="listText">Implemented a work around for a Unity GUI bug that appears on Mac OS when a message box is displayed when the current opened clip is changed.</span></li>
+ <li class="listItem"><span class="listText">Fixed that "Apply Reference Pose" doesn't work correctly when the bone/transform has an active Child-Of constraint.</span></li>
+ <li class="listItem"><span class="listText">Pose tools don't manipulate bones/transforms that are overridden by a higher layer anymore.</span></li>
+ <li class="listItem"><span class="listText">Pose tools don't manipulate bones/transforms when the selected layer is muted (or blend weight is zero).</span></li>
+ <li class="listItem"><span class="listText">Fixed that pose tools that affect the rotation don't work correctly when an additive layer was above the current layer.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Tool assistant chapter updated.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.04p11</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that when exporting a humanoid animation with animation layers and Auto Key is enabled, the first key of the animation is overwritten with the reference pose.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that occurs when adding an animation clip to the import window on Mac.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Known Issue 09 added.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.04p10</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that transforms, joints and sticks are rendered with a wrong size if the root bone has a different scaling then in the original model.</span></li>
+ <li class="listItem"><span class="listText">Fixed that a wrong RootT curve is exported when a custom scaling is applied on a transform that is a parent of the hips but not the root transform.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the quaternion continuity wasn't esnured for the exported FootQ and HandQ curves.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the humanoid animation export isn't working correctly in some special cases when the animated GameObject is a child of some other transform.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that occures when applying a GameObject to the Pose Editor for the first time that has no SkinnedMeshRenderer and a file is selected in Unity's Project Window.</span></li>
+ <li class="listItem"><span class="listText">Fixed some special cases in which the Pose Editor stays in Config Mode even though no GameObject to animate is assigned.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the warning dialog "Not all bones/transforms configured in this project are available in the selected GameObject" is shown everytime when switching between animation clips.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Known issue 08 added.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.04p09</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that humanoid animations aren't exported correctly in various special cases.</span></li>
+ <li class="listItem"><span class="listText">Position and rotation of parent transforms of the hips are now reset to their bind-pose when applied to the Pose Editor (like the animator component when an animation is played).</span></li>
+ <li class="listItem"><span class="listText">Fixed exceptions that occure when the animator component isn't initialized.</span></li>
+ <li class="listItem"><span class="listText">Fixed that an animated GameObject isn't rotated correctly when it's a child of a rotated transform.</span></li>
+ <li class="listItem"><span class="listText">Fixed that if a GameObject with a single transform is selected as animated GameObject UMotion displayed no transform handle.</span></li>
+ <li class="listItem"><span class="listText">Fixed that when exporting a humanoid animation and Auto Key is enabled, the first key of the animation is overwritten with the reference pose.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.04p08</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that occures when a transform is missing whoes component is animated by a Custom Property.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the preview of Custom Properties that animate "IsActive" doesn't work correctly if more than one "IsActive" property is animated.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the "Issue Bug Report" button wasn't working on Mac OS.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.04p07</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Assigning an inactive GameObject now shows an error dialog.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception when adding a bone as target bone in the IK Setup Wizard that has not enough parents for the defined chain length.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that occurs when pressing the "Play/Stop Playback" shortcut after switching the scene (and a project was opened in the previous scene).</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Updated formatting of some tables.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.04p06</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed a warning message that appeared in the console when a clip is imported with a '.' in the name.</span></li>
+ <li class="listItem"><span class="listText">Fixed that importing an animation clip from the same prefab as the one which is currently used as preview object doesn't work correctly when the animation compression needs to be disabled by UMotion.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.04p05</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that the root motion curves aren't imported correctly when the imported humanoid animation clip has the "Mirror" flag set.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.04p04</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that the root position isn't exported correctly when an animation clip is overwritten that has a "Root Transform Position (Y)" offset set.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the "Select a GameObject to animate:" text is sometimes displayed with the wrong text color.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the project importer didn't import the correct (selected) clips.</span></li>
+ <li class="listItem"><span class="listText">Fixed a "Division By Zero" Exception when "Playback Looping" is enabled on an empty clip.</span></li>
+ <li class="listItem"><span class="listText">Fixed a "Null Reference Exception" when stopping Play Mode and their is a Clip Editor but no Pose Editor opened.</span></li>
+ <li class="listItem"><span class="listText">Fixed a "Null Reference Exception" that occures when clicking on Clear on a Legacy Project and an assembly reload happend before.</span></li>
+ <li class="listItem"><span class="listText">Fixed a "Null Reference Exception" when running the auto mirror mapping on a project with missing transforms.</span></li>
+ <li class="listItem"><span class="listText">Fixed a "Null Reference Exception" when clicking on "Edit Key" when a key is selected in Curves View and the context menu was opened by a context click on an animation event.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.04p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Implemented a workaround for Know Issue 06.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Updated the description of Know Issue 06.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.04p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that the "Upper Chest" bone is not detected as humanoid bone correctly.</span></li>
+ <li class="listItem"><span class="listText">Fixed that in some rare situations a humanoid bone is displayed as transform.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.04p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that occured when installing UMotion V1.04 over an existing UMotion installation.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Updated the FAQ.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.04</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">The Custom Property Constraint now supports animating properties of any Component/MonoBehaviour.</span></li>
+ <li class="listItem"><span class="listText">The Custom Property Constraint now supports animating custom Animator paraters. These are passed to the Animator controller (just as if a custom curve was added in Unity's Model Importer).</span></li>
+ <li class="listItem"><span class="listText">The Custom Property Constraint is now also available for UMotion Community users.</span></li>
+ <li class="listItem"><span class="listText">A "Play From Beginning" toggle button was added to the Playback Navigation.</span></li>
+ <li class="listItem"><span class="listText">A "Play Backwards" button was added to the Playback Navigation.</span></li>
+ <li class="listItem"><span class="listText">UMotion now detects when it crashed and shows a message box in that case.</span></li>
+ <li class="listItem"><span class="listText">A menu item was added to Unity's menu bar ("Window/UMotion Editor/Reset UMotion"). It can be used to force a reset of UMotion when it crashed.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that deleting a driven object from a Custom Property Constraint using the "-" button only removes the object from the list but is still driven.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that is thrown when selecting a joint/transform in the Rig Hierarchy that isn't available in the current selected animated GameObject.</span></li>
+ <li class="listItem"><span class="listText">Fixed that it was possible to drive progressive/quaternion channels with a Custom Property Constraint when switching clips. This caused unexpected behaviours.</span></li>
+ <li class="listItem"><span class="listText">Fixed that pasting keys of a Custom Property doesn't work if there are multiple Custom Porperties in the same bone and the property is on second or higher place.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the UMotion UI is displayed incorrectly (darker) when color space is set to linear.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Updated the Custom Property Constraint Chapter.</span></li>
+ <li class="listItem"><span class="listText">Added a new entry to the FAQ.</span></li>
+ <li class="listItem"><span class="listText">Added Known Issue 07.</span></li>
+ <li class="listItem"><span class="listText">Updated the Playback Navigation chapter.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.03</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">The Child-Of constraint now has an "IK Pinning Mode". This simplifies pinning of IK handles.</span></li>
+ <li class="listItem"><span class="listText">The Child-Of constraint automatically creates position and rotation keys when the parent property is keyed. One position/rotation key is created at the same frame as the parent key and an additional position/rotation key is created one frame before.</span></li>
+ <li class="listItem"><span class="listText">The IK Setup Wizard can now create IK chains with IK Pinning functionality. The Human IK chains are always created with IK pinning.</span></li>
+ <li class="listItem"><span class="listText">A new menu entry was added to the Clip Editor: "Edit / FK to IK Conversion". It allows converting the current clip from FK to IK.</span></li>
+ <li class="listItem"><span class="listText">"FK to IK Conversion" was added to the animation Importer making it possible to automatically convert imported animations to IK.</span></li>
+ <li class="listItem"><span class="listText">The "Set IK to FK" button was improved. It now also calculates the correct pole rotation / pole target position to better match the current FK pose.</span></li>
+ <li class="listItem"><span class="listText">A progress bar is now displayed when importing animation clips.</span></li>
+ <li class="listItem"><span class="listText">Implemented animation layers.</span></li>
+ <li class="listItem"><span class="listText">Clicking the Unity Editor's Move, Rotate or Scale tool buttons now also changes the current tool within UMotion.</span></li>
+ <li class="listItem"><span class="listText">The root motion bone in humanoid projects now supports the "Euler Rotation Mode".</span></li>
+ <li class="listItem"><span class="listText">When the "Loop" toggle in the Playback Navigation of the Clip Editor is enabled, the animation will loop when the frame cursor is dragged past the last key frame.</span></li>
+ <li class="listItem"><span class="listText">A "RM" toggle was added to the Playback Navigation of the Clip Editor. It allows previewing root motion animations inside UMotion.</span></li>
+ <li class="listItem"><span class="listText">Added an error dialog that appears when an animation is imported that has euler rotations with an incompatible rotation order.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Improved IK solver accuracy to generate less jitter.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the IK solver isn't behaving correctly in some situtations for IK chains that are a child of another IK chain.</span></li>
+ <li class="listItem"><span class="listText">Fixed that if all keys of a property have been selected because the property was selected in the "Animated Properties List", clicking on a key while holding <span class="keyboardKey">CTRL</span> deselected all keys even though it should deselect only the clicked key.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that occured when creating a new UMotion poject during play mode when the scene was changed at least once.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the move tool wasn't working correctly when a pinned IK handle was moved while an additive layer was selected.</span></li>
+ <li class="listItem"><span class="listText">Fixed that when a text is pasted that is longer then the text fields width, the text field is scrolled in such a way that the text is completely hidden.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the carret is sometimes dissapearing in text fields.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the multi-selection of Inverse Kinematics constraints with different chain lengths set all chain lengths to 1.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added the description of the "IK Pinning Mode" to the "Child-Of Constraint" chapter.</span></li>
+ <li class="listItem"><span class="listText">Updated the description of the "IK Setup Wizard" chapter based on the latest implementation changes (IK Pinning).</span></li>
+ <li class="listItem"><span class="listText">Added a hint regarding IK Pinning to the "IK Constraint" chapter.</span></li>
+ <li class="listItem"><span class="listText">Added the "FK to IK Conversion" chapter.</span></li>
+ <li class="listItem"><span class="listText">Updated the "Import / Export" and "Menu Bar / Edit" chapters due to the added "FK to IK Conversion" functionality.</span></li>
+ <li class="listItem"><span class="listText">Added the "Clip Editor / Layers" chapter.</span></li>
+ <li class="listItem"><span class="listText">Updated the "Clip Editor / Playback Navigation" chapter.</span></li>
+ <li class="listItem"><span class="listText">Updated the "Child-Of" chapter based on the latest implementation changes.</span></li>
+ <li class="listItem"><span class="listText">Updated the "Child-Of" video tutorial.</span></li>
+ <li class="listItem"><span class="listText">Added the "IK Pinning" video tutorial.</span></li>
+ <li class="listItem"><span class="listText">Added the second "UMotion In Practice" episode to the video tutorials chapter.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.02p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that "Copy to Other Side" didn't mirror bones/transforms correctly when they are selected on both sides.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Updated the description of the "Copy to Other Side" button in the "Pose Mode / Tools" chapter and the "Pose Mirroring" video tutorial.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.02</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Implemented Pose Mirroring features that allow to easily copy poses from one side to the other (e.g. left hand to right hand). Please read the <a href="Tools.html" class="link">Tools - Chapter</a> before using.</span></li>
+ <li class="listItem"><span class="listText">Added an IK Setup Wizard to the Config Mode. It greatly simplifies creating complete IK rigs.</span></li>
+ <li class="listItem"><span class="listText">Bones in an IK chain with visibility set to "Locked" are now not affected by the IK solver anymore.</span></li>
+ <li class="listItem"><span class="listText">The "Chain Mask" property was added to the IK solver setup and the IK Setup Wizard (Custom Ik). It makes it possible to define which bones in an IK chain should be affected by the IK solver. This is especially useful for excluding "Twist" bones from the IK chain.</span></li>
+ <li class="listItem"><span class="listText">Added a warning message to the Config Mode - Properties tab that informs the user why the visibility of generic bones that are inside the humanoid skeleton can't be changed.</span></li>
+ <li class="listItem"><span class="listText">Holding <span class="keyboardKey">Alt</span> while clicking on a property in the "Animated Properties List" now selects that property in the Scene View.</span></li>
+ <li class="listItem"><span class="listText">The import clips file browser dialog opens the folder of the last imported animation by default now. Thus making it faster to import multiple clips from the same folder.</span></li>
+ <li class="listItem"><span class="listText">It is now possible to drag & drop files from Unity's Project window to the UMotion Import window. This makes it possible to add multiple files with only one action.</span></li>
+ <li class="listItem"><span class="listText">Added the "Export Current Clip" menu entry to the Clip Editor's menu bar.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that humanoid hand/foot IK curves are not exported (former known issue 05).</span></li>
+ <li class="listItem"><span class="listText">Fixed culling errors that sometimes occured in the list views. These errors caused listed items to be partially invisible.</span></li>
+ <li class="listItem"><span class="listText">Fixed usage of obsolete API event "playModeStateChange".</span></li>
+ <li class="listItem"><span class="listText">Fixed that an invalid parent/child hierarchy is calculated when joints/transforms had nearly equal names.</span></li>
+ <li class="listItem"><span class="listText">Fixed that an exception is thrown when undoing applying a GameObject to the Pose Editor for the first time.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the IK constraint doesn't solve correctly when the target bone chain is arranged in a perfect straight line in the reference pose.</span></li>
+ <li class="listItem"><span class="listText">Fixed that parent link "Dashed" is not displayed when only the IK rig layer is visible.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Updated the "Animated Properties List" chapter based on the added feature.</span></li>
+ <li class="listItem"><span class="listText">Updated the "Pose Mode / Tools" and the "Config Mode / Rig Hierarchy" chapters based on the added pose mirroring feature.</span></li>
+ <li class="listItem"><span class="listText">Updated the "Import / Export" chapter based on the latest implementation changes.</span></li>
+ <li class="listItem"><span class="listText">Updated the "Clip Editor / Menu Bar / File" chapter based on the latest implementation changes.</span></li>
+ <li class="listItem"><span class="listText">Added the "IK Setup Wizard" chapter.</span></li>
+ <li class="listItem"><span class="listText">Added "Lesson 9 - Pose Mirroring" to the general video tutorials.</span></li>
+ <li class="listItem"><span class="listText">Updated the "(Pro) Lesson 2 - Inverse Kinematics" video tutorial.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.01p05</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that in Unity 2017.2 and higher an exception is thrown as soon as a GameObject is assigned to the Pose Editor.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.01p04</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that setting the scale via "Apply Reference Pose" doesn't work.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the IK chain randomly changes the orientation within an animation clip. This is caused by a floating point rounding error and happened only when using one specific model.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.01p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that when typing into a UMotion input field in Unity 5.6 only one character is accepted and then the field immediately looses its input focus.</span></li>
+ <li class="listItem"><span class="listText">Fixed that when "Auto Key" is set to "Update" while a rotation property's rotation mode is changed to euler, an incorrect value is keyed at the current frame cursors position.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the keys of every channel of a property is overwritten when pasting, even if only one key was copied. This has been due to the "chain neighbour keys" setting.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.01p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that copy/cut/paste doesn't work correctly for GUI input fields in the Clip Editor.</span></li>
+ <li class="listItem"><span class="listText">Fixed that when UMotion is opened in Unity 2017.3.0 (beta) no GUI input fields are working anymore.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.01p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that renaming a custom joint/transform that is a direct child of the root GameObject corrupted the UMotion project file. This caused an exception when an animated GameObject was assigned to the Pose Editor the next time. If this bug corrupted one of your project files, you can send it to the UMotion support as it is possible to repair the file: <a href="https://www.soxware.com/email-support" class="link">Email Support</a></span></li>
+ <li class="listItem"><span class="listText">Fixed that even if the custom joint/transform with an IK Constraint attached is deleted, the bones of the IK chain are still visualized in dark blue (= IK chain members).</span></li>
+ <li class="listItem"><span class="listText">Fixed that the IK plane isn't shown anymore after the deletion of a custom joint/transform with an IK constraint attached is undone.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that occurred when deleting a custom joint/transform that is referenced by a Custom Property Constraint is undone and then redone again.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">None</p></br></br><h2 class="headline2" id="">UMotion V1.01</h2><h3 class="headline3" id="">New or Changed Features</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added a setting to the preferences window to display key strokes. This is useful when recording video tutorials.</span></li>
+ <li class="listItem"><span class="listText">Added a recently opened projects menu entry into the Clip Editor's file menu.</span></li>
+ <li class="listItem"><span class="listText">The rotation tool now also rotates all selected child bones. This is very useful for animating a tail (e.g. of a dragon).</span></li>
+ <li class="listItem"><span class="listText">Added a button to delete all animation clips to the Clip Editor's main navigation.</span></li>
+ <li class="listItem"><span class="listText">The context menu entry "Select In Clip Editor" of the Channels section can now be accessed via the shortcut system. The default shortcut is <span class="keyboardKey">SHIFT</span> + <span class="keyboardKey">C</span>.</span></li>
+ <li class="listItem"><span class="listText">Removed the error dialog that was shown when importing an animation clip that has curves for bones/transforms that don't exist in the opened UMotion Project. Instead, a warning icon is now displayed next to the clip in the import clip list. When the mouse hovers the list entry, a tooltip displays the warning message. This was changed because it was annyoing to get an error dialog for every animation clip in an *.fbx file (there can be quite a lot of clips in a single file).</span></li>
+ <li class="listItem"><span class="listText">Improved the text of the error dialog that is shown when a clip was automatically renamed when beeing added to the importer.</span></li>
+ <li class="listItem"><span class="listText">Added a quality setting for the keyframe reducer to the import settings. The default quality setting is now "Lossless" (in previous versions it was "Lossy"). This reduces jitter of feet and hand of imported animations.</span></li>
+ <li class="listItem"><span class="listText">Reworked the import settings UI.</span></li>
+ <li class="listItem"><span class="listText">Added "Disable Animation Compression" to the import settings.</span></li>
+ <li class="listItem"><span class="listText">When a new key is created (via Key Selected, Key Dialog or Auto Key) the key's tangent mode is now set in respect to the previous and/or following keys. That means that if the existing keys are for example set to tangent mode "linear", the new created key's tangent mode will also be "linear". Previously the key tangent mode for a new created key was always set to "Clamped Auto".</span></li>
+ <li class="listItem"><span class="listText">When the mouse hovers the time ruler in Curves View, only the time axis is zoomed. This is the counterpart to zooming only the y-axis when the mouse hovers the y ruler.</span></li>
+ <li class="listItem"><span class="listText">If an animation event has an active warning message, this warning message is now also shown in the export log window when the clip is exported.</span></li>
+</ul><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed that opening the manual via "Help / Open UMotion Manual" or via the help buttons isn't working on Mac.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the character is rotated incorrectly after importing a humanoid animation. Occured for characters that had a rotation applied to any parent transform of the humanoid hips.</span></li>
+ <li class="listItem"><span class="listText">Fixed that if a GameObject with a large name is assigned to the Pose Editor, the clear button is not clickable anymore because it is shifted outside the window.</span></li>
+ <li class="listItem"><span class="listText">Fixed that the time ruler labels are interstecting with the lines of the ruler at a certain zoom level.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added a description of the new "Display Key Strokes" setting to the "Preferences" chapter.</span></li>
+ <li class="listItem"><span class="listText">Added a description of the "Recently Opened Projects" menu entry to the "Menu Bar/File" chapter.</span></li>
+ <li class="listItem"><span class="listText">Added a tip to the rotation tool description ("Tools" chapter) regarding animating tails.</span></li>
+ <li class="listItem"><span class="listText">Updated the "Main Navigation" chapter with a description of the "Delete All Clips" button.</span></li>
+ <li class="listItem"><span class="listText">Updated the "Import / Export" chapter based on the latest changes related to the import window.</span></li>
+ <li class="listItem"><span class="listText">Added more information into the "Import / Export" chapter especially regarding the conversion between humanoid and generic.</span></li>
+ <li class="listItem"><span class="listText">Added a FAQ entry regarding conversion between humanoid and generic.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.00p03</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed a bug in the IK plane math that caused the reference vector (i.e. the vector that defines the orientation of the plane when the angle is 0) to have a magnitude of zero. If your IK chain is bending into the wrong direction after you've updated to V1.00p03, switch to config mode and correct the IK plane orientation as it might have changed.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added the first episode of the new tutorial series UMotion "In Practice" to the video tutorials chapter.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.00p02</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Fixed an exception that appeared when editing the frame of a key in the "edit key window" that can be opened in the curves view when right click --> edit key.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that appeared when models with no bones or "Optimize GameObjects" enabled in the model import settings have been applied to the Pose Editor for the first time. Added a warning dialog that is shown when a model with "Optimize GameObjects" enabled is applied to the Pose Editor for the first time.</span></li>
+ <li class="listItem"><span class="listText">Fixed inconsistent naming of the "Ik Fk Blend" channel in the custom property constraint by renaming it to "Fk Ik Blend".</span></li>
+ <li class="listItem"><span class="listText">Fixed that the Pose Editor wasn't repainted immediately after the tool mode was changed from/to the scale tool.</span></li>
+ <li class="listItem"><span class="listText">Fixed that deselecting a selected bone via CTRL + left mouse click doesn't work.</span></li>
+ <li class="listItem"><span class="listText">Fixed an error log message when a humanoid animation was imported with animation events not found at the current animated GameObject.</span></li>
+ <li class="listItem"><span class="listText">Fixed current values of a modified rotation property not being converted to the new rotation mode when the rotation mode is changed.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that appeared when importing an animation clip with an animated rotation property configured as "quaternion" but in the clip already existing in the project the same property is configured as "euler".</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that appeared when importing an animation clip of an UMotion project that wasn't selected in the imported UMotion project when it was last opened.</span></li>
+ <li class="listItem"><span class="listText">Fixed an exception that appeared when importing more than one animation clip of a UMotion project.</span></li>
+ <li class="listItem"><span class="listText">Fixed that an imported project was not garbage collected.</span></li>
+ <li class="listItem"><span class="listText">Fixed that GUI input fields suddenly don't accept input anymore (seen mostly in 2017.1).</span></li>
+ <li class="listItem"><span class="listText">Fixed the instruction text in the example scene to make the first steps easier to understand.</span></li>
+ <li class="listItem"><span class="listText">Fixed that an error dialog was shown in an endless loop when the animation preview mode of the Unity Timeline window was enabled while an animated GameObject was applied to the UMotion Pose Editor.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added work around suggestion to Known Issue 06.</span></li>
+ <li class="listItem"><span class="listText">Added sentence to Child-Of constraint that hints that scaling is not supported.</span></li>
+ <li class="listItem"><span class="listText">Mentioned that the video tutorials have subtitles in the "Video Tutorials" chapter.</span></li>
+ <li class="listItem"><span class="listText">Split the "Video Tutorials" chapter into one sub chapter per video. Moved "Video Tutorials" to a higher position in the table of content.</span></li>
+ <li class="listItem"><span class="listText">Added chapter "How to create better animations".</span></li>
+ <li class="listItem"><span class="listText">Added a question to the FAQ.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.00p01</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">None</p><h3 class="headline3" id="">Bug Fixes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">If an existing *.anim clip with animation events is overwritten by exporting a clip with 0 animation events from UMotion, the existing animation events are not removed from the *.anim clip.</span></li>
+ <li class="listItem"><span class="listText">When exporting a clip and Known Issue 06 occurs, a warning message is displayed in the export log window.</span></li>
+</ul><h3 class="headline3" id="">Manual Changes</h3><ul class="listMain">
+ <li class="listItem"><span class="listText">Added Issue 06 to the Known Issues list.</span></li>
+</ul></br></br><h2 class="headline2" id="">UMotion V1.00</h2><h3 class="headline3" id="">New or Changed Features</h3><p class="textBlock">Initial version</p><h3 class="headline3" id="">Bug Fixes</h3><p class="textBlock">Initial version</p><h3 class="headline3" id="">Manual Changes</h3><p class="textBlock">Initial version</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
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</div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Rig Hierarchy</h1><p class="textBlock">The Rig Hierarchy shows all joints and transforms that are configured in the current UMotion project. When a joint or transform is selected in the Rig Hierarchy window, it is automatically also selected in the Scene View and vice versa.</p><img src="../images/PoseEditorRigHierarchy.png" class="image"></img> -<p class="imageText">Config Mode - Rig Hierarchy</p><h2 class="headline2" id="">Adding a New Rig</h2><p class="textBlock">Every time an animated GameObject is selected that has joints/transforms that are not present in the current UMotion project a message box is prompted.</p><img src="../images/CreateConfigurationDialog.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" checked id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink"><b><u>Rig Hierarchy</u></b></a></label> <input type="checkbox" checked id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Rig Hierarchy</h1><p class="textBlock">The Rig Hierarchy shows all joints and transforms that are configured in the current UMotion project. When a joint or transform is selected in the Rig Hierarchy window, it is automatically also selected in the Scene View and vice versa.</p><img src="../images/PoseEditorRigHierarchy.png" class="image"></img>
+<p class="imageText">Config Mode - Rig Hierarchy</p><h2 class="headline2" id="">Adding a New Rig</h2><p class="textBlock">Every time an animated GameObject is selected that has joints/transforms that are not present in the current UMotion project a message box is prompted.</p><img src="../images/CreateConfigurationDialog.png" class="image"></img>
<p class="imageText">New Rig Dialog</p><p class="textBlock">By clicking on <b>Create Configuration</b> those joints/transforms are automatically added to the project.</p><h2 class="headline2" id="">Icon Description</h2><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">Icon</th> @@ -251,13 +251,13 @@ <li class="listItem"><span class="listText">By clicking on the <b>IK Setup Wizard</b> a window is opened that helps creating Inverse Kinematic Rigs in just a few clicks. More information: <a href="IKSetupWizard.html" class="link">IK Setup Wizard</a></span></li> <li class="listItem"><span class="listText">By clicking on the <b>Add</b> button a custom joint/transform is created as a child of the current selected joint/transform. If multiple joints/transforms are selected, a child for every selected joint/transform is created.</span></li> <li class="listItem"><span class="listText">By clicking on the <b>Remove</b> button custom joint/transforms can be removed. Only custom join/transforms can be removed (i.e. those that have been created with the "Add" button).</span></li> -</ul><h2 class="headline2" id="">Custom Joints/Transforms</h2><p class="textBlock">Custom joints/transforms are displayed with an aqua color in the Rig Hierarchy. They are useful for creating advanced inverse kinematics rigs.</p><h2 class="headline2" id="">Missing Joints/Transforms</h2><p class="textBlock">If there are joints/transforms in the UMotion project configuration that are not present in the current selected animated GameObject a warning is displayed. All joints/transforms that are not found in the animated GameObject are displayed in yellow with a warning symbol in the Rig Hierarchy. By clicking on the <b>Cleanup</b> button, all those unused joints/transforms and all according key frames can be deleted.</p><img src="../images/ClipEditorCleanup.png" class="image"></img> -<p class="imageText">Cleanup</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul><h2 class="headline2" id="">Custom Joints/Transforms</h2><p class="textBlock">Custom joints/transforms are displayed with an aqua color in the Rig Hierarchy. They are useful for creating advanced inverse kinematics rigs.</p><h2 class="headline2" id="">Missing Joints/Transforms</h2><p class="textBlock">If there are joints/transforms in the UMotion project configuration that are not present in the current selected animated GameObject a warning is displayed. All joints/transforms that are not found in the animated GameObject are displayed in yellow with a warning symbol in the Rig Hierarchy. By clicking on the <b>Cleanup</b> button, all those unused joints/transforms and all according key frames can be deleted.</p><img src="../images/ClipEditorCleanup.png" class="image"></img>
+<p class="imageText">Cleanup</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html index 74037c36..2946997e 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html @@ -1,234 +1,234 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Root Motion</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - 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<ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - 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+<html xmlns="http://www.w3.org/1999/xhtml">
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+ UMotion Manual
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+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
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+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
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<h1 class="headline1" id="">Root Motion</h1><p class="textBlock">There are two types of animations:</p><ul class="listMain"> <li class="listItem"><span class="listText">In Place</span></li> <li class="listItem"><span class="listText">Root Motion</span></li> -</ul><p class="textBlock">An <b>In Place</b> animation either doesn't move the animated character at all or it resets its position once the animation is finished. A <b>Root Motion</b> animation on the other hand applies motion relative to the world space. A walking animation would thus continue moving the character even when the animation loop restarts.</p><p class="textBlock">The following tutorial made by Unity explains the difference:</p><iframe width="560" height="315" src="https://www.youtube.com/embed/Kn6jxLWA31M?ecver=1" frameborder="0" allowfullscreen></iframe> +</ul><p class="textBlock">An <b>In Place</b> animation either doesn't move the animated character at all or it resets its position once the animation is finished. A <b>Root Motion</b> animation on the other hand applies motion relative to the world space. A walking animation would thus continue moving the character even when the animation loop restarts.</p><p class="textBlock">The following tutorial made by Unity explains the difference:</p><iframe width="560" height="315" src="https://www.youtube.com/embed/Kn6jxLWA31M?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText">Unity Tutorial Video Explaining Root Motion</p><p class="textBlock"><b>Important:</b> If you have problems with your exported root motion animations, take a look at the <a href="ExportingAnimationsFAQ.html#rootMotionIssues" class="link">Exporting Animations FAQ</a>.</p><h2 class="headline2" id="">Humanoid Root Motion</h2><p class="textBlock">A <b>Humanoid</b> project in UMotion always has root motion enabled by default for the hip bones. It is not possible to select a different bone.</p><h2 class="headline2" id="">Generic Root Motion</h2><p class="textBlock">For <b>Generic</b> animations Root Motion needs to be enabled manually. <b>Legacy Generic</b> animations don't support Root Motion.</p><p class="textBlock">At first the following steps should be done to prepare the animated model for Root Motion:</p><ul class="listMain"> <li class="listItem"><span class="listText"> Navigate to the model in Unity's Project window and select it. Make sure that the model is currently not used in the Pose Editor because otherwise selecting isn't possible. The inspector will now show the import settings for that model. @@ -236,13 +236,13 @@ <li class="listItem"><span class="listText"> Open the <b>Rig</b> tab and select the bone/transform that should be used to drive Root Motion as <b>Root node</b>. Use the same bone/transform that was used to drive Root Motion in the 3D modeling application. If there are existing animations in separate files (this is a common practice), also select the same Root node there. If there is no Root Motion animation for the model yet, you can choose a bone/transform that fit's best for your purpose. It makes sense to either use the topmost bone (commonly named "Root", "Armature" or "Bip001") or to select none. In the latter case, the GameObject's root will be used. </br></br> - <img src="../images/ImportSettingsRigRm.png" class="image"></img> + <img src="../images/ImportSettingsRigRm.png" class="image"></img>
<p class="imageText">Model Import Settings - Rig</p> </span></li> <li class="listItem"><span class="listText"> If you have existing animations that are driven by Root Motion, switch to the "Animations" tab in the import settings of that animation (if it is in a separate file). Then scroll down to <b>Motion</b> and select the same bone/transform there. </br></br> - <img src="../images/ImportSettingsAnimationsRm.png" class="image"></img> + <img src="../images/ImportSettingsAnimationsRm.png" class="image"></img>
<p class="imageText">Model Import Settings - Animations</p> </span></li> <li class="listItem"><span class="listText"> @@ -253,13 +253,13 @@ Please note that Unity does not support Euler Rotation for generic root motion curves. </span></li> </ul><h2 class="headline2" id="">Using a Root Motion Animation</h2><p class="textBlock">Once the animation is exported as <b>*.anim</b> file, it can be used together with a Unity Animator Controller. It's important that in the Animator Component of the GameObject that will use the animation <b>Apply Root Motion</b> is enabled. -</p><img src="../images/AnimatorComponent.png" class="image"></img> -<p class="imageText">Animator Component</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</p><img src="../images/AnimatorComponent.png" class="image"></img>
+<p class="imageText">Animator Component</p>
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+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" checked id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html"><b><u>Rotation Modes</u></b></a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
<h1 class="headline1" id="">Rotation Modes</h1><p class="textBlock">There are two common ways on how to deal with rotations in 3D engines:</p><ul class="listMain"> <li class="listItem"><span class="listText">Euler Angles</span></li> <li class="listItem"><span class="listText">Quaternions</span></li> -</ul><p class="textBlock">If you don't know the difference or always wondered what's behind the miracle of Quaternions, then take a look at the following video:</p><iframe width="560" height="315" src="https://www.youtube.com/embed/4mXL751ko0w?ecver=1" frameborder="0" allowfullscreen></iframe> +</ul><p class="textBlock">If you don't know the difference or always wondered what's behind the miracle of Quaternions, then take a look at the following video:</p><iframe width="560" height="315" src="https://www.youtube.com/embed/4mXL751ko0w?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText">Euler Angels and Quaternions explained by Sutrabla</p><h2 class="headline2" id="EulerInterpolation">Euler Interpolation</h2><p class="textBlock">In this mode all rotation keys are stored as Euler angles. Euler angles define the orientation of a joint/transform by using 3 values (x, y and z) represented in degrees. The angles represent a rotation z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).</p><ul class="listMain"> <li class="listItem"><span class="listText"> Euler angles are very descriptive, easy to understand and to edit. The curves of Euler angles can be edited directly in the Curves window providing full control over the way rotations behave between two key frames. @@ -236,7 +236,7 @@ <li class="listItem"><span class="listText"> The downside of Euler angles is, that they can suffer from a mathematical problem called gimbal lock. The following video explains gimbal lock: </br> - </br><iframe width="560" height="315" src="https://www.youtube.com/embed/zc8b2Jo7mno?ecver=1" frameborder="0" allowfullscreen></iframe> + </br><iframe width="560" height="315" src="https://www.youtube.com/embed/zc8b2Jo7mno?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText">"Euler (gimbal lock) Explained" - by GuerrillaCG</p> </span></li> </ul><h2 class="headline2" id="QuaternionInterpolation">Quaternion Interpolation</h2><p class="textBlock">In this mode all rotation keys are stored as quaternion values. Quaternions represent the orientation of a joint/transform by using 4 values (x, y, z and w).</p><ul class="listMain"> @@ -250,12 +250,12 @@ <li class="listItem"><span class="listText">To manipulate the three dimensional path of the rotation adding additional keys usually gives satisfying results.</span></li> <li class="listItem"><span class="listText">If the Progression Curve over- or undershoots so will do the resulting rotation. It will over- or undershoot the keyed rotation (always staying at the same rotation path).</span></li> <li class="listItem"><span class="listText">If there is no change between two keys the Progression Curve is flat. Flat Progression Curves can't be edited.</span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Selection.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Selection.html index 2832a58b..ffb617d2 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Selection.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Selection.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Selection</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - 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<ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Selection</h1><p class="textBlock">Tools for selecting joints and transforms.</p><img src="../images/PoseEditorSelection.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <p class="versionText">Version: <b>1.22p03</b> </p>
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+ UMotion Manual
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+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
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+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
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+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
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+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
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+
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+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" checked id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html"><b><u>Selection</u></b></a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Selection</h1><p class="textBlock">Tools for selecting joints and transforms.</p><img src="../images/PoseEditorSelection.png" class="image"></img>
<p class="imageText">Pose Mode - Selection</p><p class="textBlock">Joints and transforms can be either selected by clicking on them in the Scene View or by clicking them in Unity's Hierarchy window.</p><p class="textBlock">The buttons next to Parent, Child and Sibling can be used to select the appropriate joint/transform or all of them (e.g. all parents).</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -265,12 +265,12 @@ <td class="themeTableCell" style="white-space: nowrap;">Focus Camera</td> <td class="themeTableCell">Centers the selected joints/transforms in the last selected Scene View.</td> </tr> -</table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Support.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Support.html index 4aa3310d..ea92110a 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Support.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Support.html @@ -1,230 +1,230 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Support / FAQ</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html"><b><u>Support / FAQ</u></b></a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Support / FAQ</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
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+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html"><b><u>Support / FAQ</u></b></a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
<h1 class="headline1" id="">Support / FAQ</h1><ul class="listMain"> <li class="listItem"><span class="listText">Have you discovered a bug?</span></li> <li class="listItem"><span class="listText">Is some information missing or wrong in the manual?</span></li> @@ -236,12 +236,12 @@ UMotion sets generic bones to be invisible by default as usually when dealing with humanoids those bones are not animated. If you want to animate generic bones, you need to turn the visibility on manually by switching into Config Mode, select the appropriate bone in the Rig Hierarchy and change the visibility to "Show" in the Properties tab (see <a href="Configuration.html#Properties" class="link">Configuration</a>). </br></br> You may notice that changing the visibility for "twist" bones is not possible. This is due to the fact that Unity's animation system does not support animating generic bones that are within the human skeleton (= if the generic bones have a humanoid bone as child). Consider switching to the generic animation type in that case.</p></br><h3 class="headline3" id="">Q: The shortcuts of UMotion sometimes don't work. Is this a bug?</h3><p class="textBlock"><b>A:</b> Probably not. Make sure that either the <b>Clip Editor</b>, <b>Pose Editor</b> or any <b>Scene View</b> has input focus when a shortcut is pressed. Shortcuts are also disabled when the Scene View is in Flythrough Mode (i.e. when the right mouse button is pressed). -</br>If it's a specific shortcut that is not working, try to bind the shortcut to a different key. Some shortcuts already used by Unity don't work correctly: <a href="https://docs.unity3d.com/Manual/UnityHotkeys.html" class="link">Unity Manual - Hotkeys</a></p></br><h3 class="headline3" id="">Q: I've added a rotation key, but when playing the animation the bone is rotating in the wrong direction. Why?</h3><p class="textBlock"><b>A:</b> A rotation between two key frames always uses the shortest path. If your expected rotation would rotate more than 180 degrees, it will rotate the other (shorter) way around instead. Add an additional key in between so that the total amount of rotation between two keys is always smaller than 180 degrees.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</br>If it's a specific shortcut that is not working, try to bind the shortcut to a different key. Some shortcuts already used by Unity don't work correctly: <a href="https://docs.unity3d.com/Manual/UnityHotkeys.html" class="link">Unity Manual - Hotkeys</a></p></br><h3 class="headline3" id="">Q: I've added a rotation key, but when playing the animation the bone is rotating in the wrong direction. Why?</h3><p class="textBlock"><b>A:</b> A rotation between two key frames always uses the shortest path. If your expected rotation would rotate more than 180 degrees, it will rotate the other (shorter) way around instead. Add an additional key in between so that the total amount of rotation between two keys is always smaller than 180 degrees.</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ToolAssistant.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ToolAssistant.html index 4759dd22..0fb162b7 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ToolAssistant.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ToolAssistant.html @@ -1,236 +1,236 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Tool Assistant</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html"><b><u>Tool Assistant</u></b></a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
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+ <p class="versionText">Version: <b>1.22p03</b> </p>
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+ <div class="leftContent">
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+ <div class="leftContentHeadline">
+ UMotion Manual
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+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
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+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
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+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
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+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
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+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
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+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
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+
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+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
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+</ol>
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+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
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+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
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+<li class="file"><a href="Animation.html">Animation</a></li>
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+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
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+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
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+</ol>
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+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
<h1 class="headline1" id="">Tool Assistant</h1><p class="textBlock">The Tool Assistant is a small window that is displayed in the last or currently selected Scene View. It is available for the move, rotate and scale tool and supplements the tools with additional information and settings. If the current UMotion project is of type humanoid the Muscle Groups assistant is displayed if no bones/transforms are selected. The Tool Assistant can be enabled and disabled from the Displays section in the Pose Editor.</p><p class="textBlock">The position of the Tool Assistant window can be chosen freely by dragging it to the desired location within the Scene View.</p><h2 class="headline2" id="">Muscle Groups Assistant</h2><p class="textBlock">The Muscle Groups Assistant is visible in humanoid projects when no bones/transforms are selected. The Muscle Group Assistant is split into 3 tabs:</p><table class="containerTable"><tr class="containerTableRow"> - <td class="containerTableCell"><img src="../images/MuscleGroupsUpperBody.png" class="image"></img> + <td class="containerTableCell"><img src="../images/MuscleGroupsUpperBody.png" class="image"></img>
<p class="imageText">Muscle Groups - Upper Body</p></td> - <td class="containerTableCell"><img src="../images/MuscleGroupsLowerBody.png" class="image"></img> + <td class="containerTableCell"><img src="../images/MuscleGroupsLowerBody.png" class="image"></img>
<p class="imageText">Muscle Groups - Lower Body</p></td> - <td class="containerTableCell"><img src="../images/MuscleGroupsHands.png" class="image"></img> + <td class="containerTableCell"><img src="../images/MuscleGroupsHands.png" class="image"></img>
<p class="imageText">Muscle Groups - Hands</p></td> </tr></table><h3 class="headline3" id="">Features</h3><ul class="listMain"> <li class="listItem"><span class="listText">Each slider controls multiple humanoid muscles at the same time thus allowing faster and more convenient pose editing.</span></li> @@ -241,32 +241,32 @@ <li class="listItem"><span class="listText">In FK mode, "pinning" is achieved by moving the hips in such a way, that the pinned body part stays at the same place.</span></li> <li class="listItem"><span class="listText">If Inverse Kinematics is used "foot rolling" is achieved by moving the IK handle in such a way, that the toes stay at the same place.</span></li> <li class="listItem"><span class="listText">Please note that the leg (stretch) slider is not available in IK mode. To make the character crouch when using IK, make sure that the IK Handles are pinned (see <a href="ProLesson5.html" class="link">IK Pinning</a>) and simply moving the hips down.</span></li> -</ul><p class="textBlock"><b>Tip:</b> Enable <a href="Tools.html" class="link">Mirror Editing</a> to edit both sides at the same time when using the Muscle Groups Assistant.</p><h2 class="headline2" id="">Move Tool Assistant</h2><p class="textBlock">The Move Tool Assistant displays the current local or global position of the selected bone/transform depending on the current Pivot mode.</p><img src="../images/MoveToolAssistant.png" class="image"></img> +</ul><p class="textBlock"><b>Tip:</b> Enable <a href="Tools.html" class="link">Mirror Editing</a> to edit both sides at the same time when using the Muscle Groups Assistant.</p><h2 class="headline2" id="">Move Tool Assistant</h2><p class="textBlock">The Move Tool Assistant displays the current local or global position of the selected bone/transform depending on the current Pivot mode.</p><img src="../images/MoveToolAssistant.png" class="image"></img>
<p class="imageText">Move Tool Assistant</p><h3 class="headline3" id="">Features</h3><ul class="listMain"> <li class="listItem"><span class="listText">The input fields can be used to edit the position values of each axis.</span></li> <li class="listItem"><span class="listText">When left clicking and dragging on the label next to the input field, it is possible to smoothly adjust the value. <span class="keyboardKey">ESCAPE</span> aborts the dragging and reverts changes to the original value.</span></li> <li class="listItem"><span class="listText">The check boxes on the right can be used to lock an axis. This will disable the handle for that axis in the Scene View and makes the input field read only.</span></li> </ul><h2 class="headline2" id="">Rotate Tool Assistant</h2><p class="textBlock">The Rotate Tool Assistant displays the current local or global rotation of the selected bone/transform depending on the current Pivot mode. The rotation is always displayed in Euler angles even when the rotation mode is quaternion based.</p><table class="containerTable"><tr class="containerTableRow"> - <td class="containerTableCell"><img src="../images/RotateToolAssistantAbsolute.png" class="image"></img> + <td class="containerTableCell"><img src="../images/RotateToolAssistantAbsolute.png" class="image"></img>
<p class="imageText">Rotate Tool Assistant - Absolute</p></td> - <td class="containerTableCell"><img src="../images/RotateToolAssistantRelative.png" class="image"></img> + <td class="containerTableCell"><img src="../images/RotateToolAssistantRelative.png" class="image"></img>
<p class="imageText">Rotate Tool Assistant - Relative</p></td> </tr></table><h3 class="headline3" id="">Relative Mode</h3><p class="textBlock">Makes it easy to rotate a bone/transform relative to it's current rotation. Correctly rotates the bone/transform even if it's in a Gimbal Lock. The sliders next to the input fields can be used to smoothly adjust the rotation value of each axis. As with all sliders in the UMotion UI <span class="keyboardKey">ESCAPE</span> aborts the dragging and reverts changes to the original value.</p><h3 class="headline3" id="">Absolute Mode</h3><p class="textBlock">Can be used to set the selected bone's/transform's rotation to a desired euler angle. After inputing the euler angles, it is required to hit the "Apply" button.</p><p class="textBlock">It's worth noting that after applying a rotation, it can happen that all 3 values update and show different values. This can happen if the passed euler angle resulted in a Gimbal Lock. The new values result in the exact same orientation in 3D space.</p><p class="textBlock">If the selected bone's rotation property is using the euler interpolation mode, the euler values should be directly changed via the Channels View.</p><h3 class="headline3" id="">Other Features</h3><ul class="listMain"> <li class="listItem"><span class="listText">The check boxes on the right can be used to lock an axis. This will disable the handle for that axis in the Scene View and makes the input field read only.</span></li> <li class="listItem"><span class="listText">The <b>Camera Rotation Handle</b> can be enabled or disabled. It is the outer white ring of the rotation handle and can be used to perform a rotation in the current camera space.</span></li> <li class="listItem"><span class="listText">The <b>Free Rotation Handle</b> can be enabled or disabled. It is the inner white ring of the rotation handle and can be used to freely rotate in all directions.</span></li> <li class="listItem"><span class="listText">The <b>Backside Culling</b> can be enabled or disabled. When enabled, the backside of the rotation handles of the rotation axis (red, green and blue) are culled.</span></li> -</ul><h2 class="headline2" id="">Scale Tool Assistant</h2><p class="textBlock">The Scale Tool Assistant displays the current local scale of the selected bone/transform.</p><img src="../images/ScaleToolAssistant.png" class="image"></img> +</ul><h2 class="headline2" id="">Scale Tool Assistant</h2><p class="textBlock">The Scale Tool Assistant displays the current local scale of the selected bone/transform.</p><img src="../images/ScaleToolAssistant.png" class="image"></img>
<p class="imageText">Scale Tool Assistant</p><h3 class="headline3" id="">Features</h3><ul class="listMain"> <li class="listItem"><span class="listText">The input fields can be used to edit the scale values of each axis.</span></li> <li class="listItem"><span class="listText">When left clicking and dragging on the label next to the input field, it is possible to smoothly adjust the value. <span class="keyboardKey">ESCAPE</span> aborts the dragging and reverts changes to the original value.</span></li> <li class="listItem"><span class="listText">The check boxes on the right can be used to lock an axis. This will disable the handle for that axis in the Scene View and makes the input field read only.</span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Tools.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Tools.html index 967b03e6..5d632da5 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Tools.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Tools.html @@ -1,231 +1,231 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Tools</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" checked id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html"><b><u>Tools</u></b></a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Tools</h1><p class="textBlock">The tools are used to modify the bones/transforms of the animated GameObject in the Scene View to create the different poses required for the animation.</p><img src="../images/PoseEditorTools.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Tools</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
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+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" checked id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html"><b><u>Tools</u></b></a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
+ <h1 class="headline1" id="">Tools</h1><p class="textBlock">The tools are used to modify the bones/transforms of the animated GameObject in the Scene View to create the different poses required for the animation.</p><img src="../images/PoseEditorTools.png" class="image"></img>
<p class="imageText">Pose Mode - Tools</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -291,12 +291,12 @@ <td class="themeTableCell" style="white-space: nowrap;">Reset Modifications</td> <td class="themeTableCell">Resets the modifications of the selected joint/transform. A context menu to choose which properties of the selected joints/transforms should be reset is shown. Modified bones are displayed in red (unless the color was changed in the <a href="Options.html" class="link">Options</a>).</td> </tr> -</table><p class="textBlock"><b>Important:</b> If bones/transforms don't mirror correctly to the other side using <b>Mirror Editing</b> or <b>Copy to Other Side</b>, you should check the mirror mapping entries for those bones.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table><p class="textBlock"><b>Important:</b> If bones/transforms don't mirror correctly to the other side using <b>Mirror Editing</b> or <b>Copy to Other Side</b>, you should check the mirror mapping entries for those bones.</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UMotionAPI.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UMotionAPI.html index 5c15b67a..ab0602d4 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UMotionAPI.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UMotionAPI.html @@ -1,230 +1,230 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - UMotion API</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html"><b><u>UMotion API</u></b></a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - UMotion API</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
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+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html"><b><u>UMotion API</u></b></a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
<h1 class="headline1" id="">UMotion API</h1><p class="textBlock">The UMotion API is a simple and easy-to-use API that provides a basic interface for custom scripts to interact with UMotion. The API provides classes and methods that support the following features:</p><ul class="listMain"> <li class="listItem"><span class="listText">Opening the UMotion windows</span></li> <li class="listItem"><span class="listText">Opening/closing UMotion projects</span></li> @@ -328,12 +328,12 @@ There are two classes within this namespace:</p><ul class="listMain"> <b>KeepChanges</b> </br>Keeps the current pose of the GameObject. </span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
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+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UnityTimelineIntegration.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UnityTimelineIntegration.html index 09913911..a5064ee9 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UnityTimelineIntegration.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UnityTimelineIntegration.html @@ -1,256 +1,256 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Unity Timeline Integration</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - 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<ol> -<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html"><b><u>Unity Timeline Integration</u></b></a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> - <h1 class="headline1" id="">Unity Timeline Integration</h1><p class="textBlock">UMotion can be used together with Unity's Timeline Editor or Unity's Animation Window. This is made possible by the <b>Sync</b> button in UMotion's Clip Editor.</p><img src="../images/ClipEditorSyncButton.png" class="image"></img> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+ <h1 class="headline1" id="">Unity Timeline Integration</h1><p class="textBlock">UMotion can be used together with Unity's Timeline Editor or Unity's Animation Window. This is made possible by the <b>Sync</b> button in UMotion's Clip Editor.</p><img src="../images/ClipEditorSyncButton.png" class="image"></img>
<p class="imageText">Clip Editor - Sync button in the menu bar</p><h3 class="headline3" id="">When UMotion is synchronized:</h3><ul class="listMain"> <li class="listItem"><span class="listText">The <b>Sync</b> button turns red while synchronization is active.</span></li> <li class="listItem"><span class="listText">Scrubbing the frame cursor on one of the two applications will automatically update the other one.</span></li> <li class="listItem"><span class="listText">It is thus possible to preview animations in UMotion and Unity's Timeline/Animation Window at the same time.</span></li> <li class="listItem"><span class="listText">Starting/stopping animation playback is also synchronized.</span></li> -</ul><p class="textBlock">A special mode of synchronization is editing animation clips used in a Unity Timeline sequence (see <a href="UnityTimelineIntegration.html#EditTimeline" class="link">below</a>). This is useful for editing cut scenes.</p><h2 class="headline2" id="">Synchronizing with Timeline/Animation Window</h2><p class="textBlock">Let's think of a horse riding scenario. In such a scenario it is necessary to make ensure that the animation of the player that sits on the horse matches with the animation of the horse. With synchronization this task gets easy as you can preview the animation of the horse via Unity's Animation or Timeline Window at the same time while editing the player's animation using UMotion.</p><h3 class="headline3" id="">Enable Synchronization</h3><p class="textBlock">In the UMotion Clip Editor, click on <b>Sync</b>. You have the option to synchronize either with Unity Timeline or with Unity's Animation Window. It is possible to synchronize the frame cursors with or without offset. Synchronizing with offset is useful when one animation should start playing before/after the other. You can either choose to use the offset the frame cursors currently have (in respect to each other) or by using the last used offset.</p><img src="../images/ClipEditorSyncAnimWindow.png" class="image"></img> +</ul><p class="textBlock">A special mode of synchronization is editing animation clips used in a Unity Timeline sequence (see <a href="UnityTimelineIntegration.html#EditTimeline" class="link">below</a>). This is useful for editing cut scenes.</p><h2 class="headline2" id="">Synchronizing with Timeline/Animation Window</h2><p class="textBlock">Let's think of a horse riding scenario. In such a scenario it is necessary to make ensure that the animation of the player that sits on the horse matches with the animation of the horse. With synchronization this task gets easy as you can preview the animation of the horse via Unity's Animation or Timeline Window at the same time while editing the player's animation using UMotion.</p><h3 class="headline3" id="">Enable Synchronization</h3><p class="textBlock">In the UMotion Clip Editor, click on <b>Sync</b>. You have the option to synchronize either with Unity Timeline or with Unity's Animation Window. It is possible to synchronize the frame cursors with or without offset. Synchronizing with offset is useful when one animation should start playing before/after the other. You can either choose to use the offset the frame cursors currently have (in respect to each other) or by using the last used offset.</p><img src="../images/ClipEditorSyncAnimWindow.png" class="image"></img>
<p class="imageText">Clip Editor - Options to synchronize with Unity's Animation Window</p><h3 class="headline3" id="">Disable Synchronization</h3><p class="textBlock">Click on the <b>Sync</b> button in UMotion or on the <b>Preview</b> button in Unity's Timeline or Animation Window to disables synchronization.</p><h2 class="headline2" id="EditTimeline">Unity Timeline: Edit Animation Clips <span class="professionalTag">Professional</span></h2><p class="textBlock">With UMotion it is possible to edit animation clips that are currently used in Unity Timeline. This is useful when creating and fine tuning cut scene sequences.</p><p class="textBlock"><b>Warning:</b> Please note that in Unity 2017.3 and below, Timeline is not playing root motion animations correctly. The root motion applied while played in Timeline can be slightly more or slightly less than the root motion that is applied when editing the animation clip using UMotion. This problem is fixed in Unity 2018.1 and above. More information: <a href="KnownIssues.html#Issue10" class="link">Known Issue 10</a></p><h3 class="headline3" id="">Editing a Unity Timeline clip:</h3><ul class="listMain"> <li class="listItem"><span class="listText">If the animation clip was already created/edited using UMotion open the according UMotion project (click on File ➔ Open Project).</span></li> <li class="listItem"><span class="listText">If not, create a new UMotion project (click on File ➔ New Project). Make sure to select the same animation type (humanoid, generic or legacy) as the animation clip you want to edit.</span></li> <li class="listItem"><span class="listText">Select the animation clip that should be edited in Unity Timeline by clicking on it with the left mouse button.</span></li> <li class="listItem"><span class="listText">In the UMotion Clip Editor, click on <b>Sync ➔ Timeline Window ➔ Edit Selected Clip</b>.</span></li> <li class="listItem"><span class="listText">If you created a new project in the first step, UMotion will now guide you through setting up the project so that the animation can be edited.</span></li> -</ul><img src="../images/ClipEditorSyncTimeline.png" class="image"></img> +</ul><img src="../images/ClipEditorSyncTimeline.png" class="image"></img>
<p class="imageText">Clip Editor - Synchronize with Unity Timeline</p><p class="textBlock">UMotion is now synchronized with Unity Timeline and you can start editing the animation clip.</p><h3 class="headline3" id="">Things to consider:</h3><ul class="listMain"> <li class="listItem"><span class="listText">UMotion temporarily deactivates the binded GameObject from the related animation track in Unity Timeline. This is necessary so that UMotion can correctly play animations on that GameObject. As soon as synchronization is stopped the GameObject is activated again.</span></li> <li class="listItem"><span class="listText">Only the currently edited animation clip of the same animation track can be previewed. Clips on other tracks are still previewed as usual.</span></li> <li class="listItem"><span class="listText">While editing an animation clip, the blend settings for that timeline clip are ignored.</span></li> <li class="listItem"><span class="listText">The extrapolation settings of the currently edited timeline clip are ignored. Use UMotion's <a href="PlaybackNavigation.html" class="link">Playback Navigation</a> settings to e.g. enable looping in preview mode.</span></li> <li class="listItem"><span class="listText">The speed multiplier and the root motion offsets are considered correctly.</span></li> -</ul><p class="textBlock">As soon as you finished editing the animation clip export the animation (see <a href="ImportExport.html" class="link">Import / Export</a>). Make sure to select the same export directory (in the <a href="ProjectSettings.html" class="link">Project Settings</a>) as where the original animation clip is stored at. When exported correctly, Unity Timeline will automatically use the modified version of the animation clip.</p><p class="textBlock">Clicking on the <b>Sync</b> button in UMotion or on the <b>Preview</b> button in Unity Timeline disables the synchronization.</p> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul><p class="textBlock">As soon as you finished editing the animation clip export the animation (see <a href="ImportExport.html" class="link">Import / Export</a>). Make sure to select the same export directory (in the <a href="ProjectSettings.html" class="link">Project Settings</a>) as where the original animation clip is stored at. When exported correctly, Unity Timeline will automatically use the modified version of the animation clip.</p><p class="textBlock">Clicking on the <b>Sync</b> button in UMotion or on the <b>Preview</b> button in Unity Timeline disables the synchronization.</p>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
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diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/VideoTutorials.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/VideoTutorials.html index 5d5a457c..c2159cb1 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/VideoTutorials.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/VideoTutorials.html @@ -1,230 +1,230 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Video Tutorials</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - 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-<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - 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+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
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+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
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+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
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+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
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+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
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+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
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+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
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+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
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+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
<h1 class="headline1" id="">Video Tutorials</h1><p class="textBlock">UMotion has plenty of video tutorials split into chapters similar to Unity's video tutorials. All features of UMotion are covered in the first two playlists. To see how a complete animation is created from scratch, the UMotion "In Practice" video series is what you are looking for. Each video has English subtitles that can be enabled in case you are having problems understanding the speaker. To enable the subtitles, click on the corresponding button in the embedded Youtube video.</p><p class="textBlock">Please note that the tutorials assume that you have at least some basic understanding about Unity's animation system. If not, please have a look at the links in the <a href="../UMotionManual.html#FurtherReading" class="link">Further Reading</a> section.</p><p class="textBlock">The video tutorials can be accessed via the following overview or by expanding the menu items in the table of content on the left-hand side of this manual. <b>Subscribe</b> to the <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Soxware Interactive - Youtube Channel</a> to stay updated if new tutorials or feature previews are uploaded.</p><h2 class="headline2" id="">General</h2><p class="textBlock">General video tutorials explaining all features that are available to UMotion Community and UMotion Professional users.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="QuickStart.html" class="link">Quick Start Tutorial</a></span></li> <li class="listItem"><span class="listText"><a href="Lesson1.html" class="link">1) Installation & First Steps</a></span></li> @@ -249,12 +249,12 @@ <li class="listItem"><span class="listText"><a href="InPractice4.html" class="link">4) Unity Timeline & Weighted Tangents</a></span></li> </ul><h2 class="headline2" id="">Videos by Jayanam</h2><p class="textBlock"><a href="https://www.youtube.com/user/jayanamgames" class="link">Jayanam</a> is a Youtuber focused on creating Game Development related video tutorials.</p><ul class="listMain"> <li class="listItem"><span class="listText"><a href="Jayanam1.html" class="link">UMotion Tutorial</a></span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/element_styles.css b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/element_styles.css index 0020129d..dbbfdf7a 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/element_styles.css +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/element_styles.css @@ -1,233 +1,233 @@ -.headline1 -{ - color: #000000; - font-size: 30px; - font-weight: bold; - font-family: "arial"; - - /* Scroll correction (by 90px fixed header height) */ - padding-top: 90px; - margin-top: -90px; - /* width: 1px; 0 won't work for Opera */ -} - -.headline2 -{ - color: #455463; - font-size: 24px; - font-weight: bold; - margin-bottom: 10px; - font-family: "arial"; - - /* Scroll correction (by 90px fixed header height) */ - padding-top: 90px; - margin-top: -80px; - /* width: 1px; 0 won't work for Opera */ -} - -.headline3 -{ - color: #455463; - font-size: 14px; - font-weight: bold; - font-family: "arial"; - - /* Scroll correction (by 90px fixed header height) */ - padding-top: 90px; - margin-top: -80px; - /* width: 1px; 0 won't work for Opera */ -} - -.textBlock -{ - color: #455463; - font-size: 14px; - font-weight: normal; - font-family: "arial"; -} - -.themeTable -{ - border: 1px solid #f0f0f0; - border-collapse: collapse; - margin-top: 15px; - margin-bottom: 15px; -} - -.themeTableRow -{ - -} - -.themeTableHeader -{ - border: 1px solid #f0f0f0; - background: #f0f0f0; - color: #455463; - font-size: 16px; - font-weight: normal; - font-family: "arial"; - text-align: left; - padding-top: 6px; - padding-bottom: 6px; - padding-left: 10px; - padding-right: 10px; - white-space: nowrap; -} - -.themeTableCell -{ - border: 1px solid #e6e6e6; - color: #455463; - font-size: 14px; - font-weight: normal; - font-family: "arial"; - text-align: left; - padding-top: 6px; - padding-bottom: 6px; - padding-left: 10px; - padding-right: 10px; -} - -.containerTable -{ - border: 0px; - border-collapse: separate; - padding: 0px; - margin: 0px; -} - -.containerTableRow -{ - border: 0px; - padding: 0px; - margin: 0px; -} - -.containerTableCell -{ - border: 0px; - vertical-align: top; - padding-top: 0px; - margin: 0px; -} - -.containerTableCell ~ .containerTableCell -{ - padding-left: 15px; -} - -.keyboardKey -{ - border-radius: 5px; - border: 2px solid #cdcdcd; - color: #455463; - font-size: 12px; - font-weight: bold; - font-family: "arial"; - text-align: middle; - padding-left: 3px; - padding-right: 3px; - padding-top: 1px; - padding-bottom: 1px; - text-transform: uppercase; - background-color: #f3f3f3; -} - -.professionalTag -{ - border-radius: 5px; - border: 1px solid #000000; - color: #ffffff; - font-size: 12px; - font-weight: bold; - font-family: "arial"; - text-align: middle; - padding-left: 4px; - padding-right: 4px; - padding-top: 2px; - padding-bottom: 2px; - background-color: #29abe2; - position: relative; - top: -10px; - left: 2px; - margin-right: 10px; -} - -.image -{ - border: 1px solid #898989; -} - -.imageText -{ - color: #a3a6a7; - font-size: 14px; - font-weight: normal; - font-family: "arial"; - margin-top: 0px; - padding-top: 0px; -} - -.listMain -{ - list-style-type: none; -} - -.listItem -{ - color: #455463; - font-size: 18px; - line-height: 18px; - font-weight: bold; - font-family: "arial"; - position: relative; - margin-bottom: 5px; - margin-left: 0px; - display: list-item; - list-style: disc; -} - -.listText -{ - color: #455463; - font-size: 14px; - font-weight: normal; - font-family: "arial"; -} - -.link:link -{ - color: #b83c82; - font-size: 14px; - font-weight: normal; - font-family: "arial"; - text-decoration: underline; -} - -.link:visited -{ - color: #b83c82; - font-size: 14px; - font-weight: normal; - font-family: "arial"; - text-decoration: underline; -} - -.link:hover -{ - color: #ff5566; - font-size: 14px; - font-weight: normal; - font-family: "arial"; - text-decoration: none; -} - -.link:active -{ - color: #ff5566; - font-size: 14px; - font-weight: normal; - font-family: "arial"; - text-decoration: none; +.headline1
+{
+ color: #000000;
+ font-size: 30px;
+ font-weight: bold;
+ font-family: "arial";
+
+ /* Scroll correction (by 90px fixed header height) */
+ padding-top: 90px;
+ margin-top: -90px;
+ /* width: 1px; 0 won't work for Opera */
+}
+
+.headline2
+{
+ color: #455463;
+ font-size: 24px;
+ font-weight: bold;
+ margin-bottom: 10px;
+ font-family: "arial";
+
+ /* Scroll correction (by 90px fixed header height) */
+ padding-top: 90px;
+ margin-top: -80px;
+ /* width: 1px; 0 won't work for Opera */
+}
+
+.headline3
+{
+ color: #455463;
+ font-size: 14px;
+ font-weight: bold;
+ font-family: "arial";
+
+ /* Scroll correction (by 90px fixed header height) */
+ padding-top: 90px;
+ margin-top: -80px;
+ /* width: 1px; 0 won't work for Opera */
+}
+
+.textBlock
+{
+ color: #455463;
+ font-size: 14px;
+ font-weight: normal;
+ font-family: "arial";
+}
+
+.themeTable
+{
+ border: 1px solid #f0f0f0;
+ border-collapse: collapse;
+ margin-top: 15px;
+ margin-bottom: 15px;
+}
+
+.themeTableRow
+{
+
+}
+
+.themeTableHeader
+{
+ border: 1px solid #f0f0f0;
+ background: #f0f0f0;
+ color: #455463;
+ font-size: 16px;
+ font-weight: normal;
+ font-family: "arial";
+ text-align: left;
+ padding-top: 6px;
+ padding-bottom: 6px;
+ padding-left: 10px;
+ padding-right: 10px;
+ white-space: nowrap;
+}
+
+.themeTableCell
+{
+ border: 1px solid #e6e6e6;
+ color: #455463;
+ font-size: 14px;
+ font-weight: normal;
+ font-family: "arial";
+ text-align: left;
+ padding-top: 6px;
+ padding-bottom: 6px;
+ padding-left: 10px;
+ padding-right: 10px;
+}
+
+.containerTable
+{
+ border: 0px;
+ border-collapse: separate;
+ padding: 0px;
+ margin: 0px;
+}
+
+.containerTableRow
+{
+ border: 0px;
+ padding: 0px;
+ margin: 0px;
+}
+
+.containerTableCell
+{
+ border: 0px;
+ vertical-align: top;
+ padding-top: 0px;
+ margin: 0px;
+}
+
+.containerTableCell ~ .containerTableCell
+{
+ padding-left: 15px;
+}
+
+.keyboardKey
+{
+ border-radius: 5px;
+ border: 2px solid #cdcdcd;
+ color: #455463;
+ font-size: 12px;
+ font-weight: bold;
+ font-family: "arial";
+ text-align: middle;
+ padding-left: 3px;
+ padding-right: 3px;
+ padding-top: 1px;
+ padding-bottom: 1px;
+ text-transform: uppercase;
+ background-color: #f3f3f3;
+}
+
+.professionalTag
+{
+ border-radius: 5px;
+ border: 1px solid #000000;
+ color: #ffffff;
+ font-size: 12px;
+ font-weight: bold;
+ font-family: "arial";
+ text-align: middle;
+ padding-left: 4px;
+ padding-right: 4px;
+ padding-top: 2px;
+ padding-bottom: 2px;
+ background-color: #29abe2;
+ position: relative;
+ top: -10px;
+ left: 2px;
+ margin-right: 10px;
+}
+
+.image
+{
+ border: 1px solid #898989;
+}
+
+.imageText
+{
+ color: #a3a6a7;
+ font-size: 14px;
+ font-weight: normal;
+ font-family: "arial";
+ margin-top: 0px;
+ padding-top: 0px;
+}
+
+.listMain
+{
+ list-style-type: none;
+}
+
+.listItem
+{
+ color: #455463;
+ font-size: 18px;
+ line-height: 18px;
+ font-weight: bold;
+ font-family: "arial";
+ position: relative;
+ margin-bottom: 5px;
+ margin-left: 0px;
+ display: list-item;
+ list-style: disc;
+}
+
+.listText
+{
+ color: #455463;
+ font-size: 14px;
+ font-weight: normal;
+ font-family: "arial";
+}
+
+.link:link
+{
+ color: #b83c82;
+ font-size: 14px;
+ font-weight: normal;
+ font-family: "arial";
+ text-decoration: underline;
+}
+
+.link:visited
+{
+ color: #b83c82;
+ font-size: 14px;
+ font-weight: normal;
+ font-family: "arial";
+ text-decoration: underline;
+}
+
+.link:hover
+{
+ color: #ff5566;
+ font-size: 14px;
+ font-weight: normal;
+ font-family: "arial";
+ text-decoration: none;
+}
+
+.link:active
+{
+ color: #ff5566;
+ font-size: 14px;
+ font-weight: normal;
+ font-family: "arial";
+ text-decoration: none;
}
\ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/theme_styles.css b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/theme_styles.css index 04f91fd7..5768ea05 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/theme_styles.css +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/theme_styles.css @@ -1,121 +1,121 @@ -body -{ - margin: 0px; - background: #ffffff; - color: #000000; -} - -.header -{ - background-color: #3f4247; - position: fixed; - height: 60px; - top: 0px; - left: 0px; - right: 0px; - width: 100%; - border: 0px solid #000000; - z-index: 2; -} - -.versionHeader -{ - background-color: #e6e6e6; - position: fixed; - height: 30px; - top: 60px; - left: 0px; - right: 0px; - width: 100%; - border: 0px solid #000000; - z-index: 2; -} - -.versionText -{ - color: #455463; - font-family: "arial"; - font-size: 17px; - margin: 5px 0px 0px 20px; -} - -.mainContent -{ - background-color: #ffffff; - position: absolute; - left: 350px; - right: 0px; - top: 90px; - padding: 20px; -} - -.mainContentInner -{ - margin: 20px 20px 20px 20px; -} - -.leftContent -{ - background-color: #ffffff; - position: fixed; - left: 0px; - width: 350px; - top: 90px; - height: 100%; - z-index: 1; - border-right:1px solid #e6e6e6; -} - -.leftContentInner -{ - margin: 20px 20px 20px 20px; -} - -.leftContentHeadline -{ - border-bottom: 1px solid #e6e6e6; - margin: 0 0 0 0; - padding-bottom: 5px; - color: #000000; - font-size: 28px; - font-weight: bold; - font-family: "arial"; -} - -.mainContentFooter -{ - border-top: 1px solid #e6e6e6; - padding-top: 0px; - margin-top: 30px; -} - -.headerLogo -{ - margin-top: 5px; - margin-left: 20px; - float: left; -} - -.headerBlueRight -{ - float: right; - height: 60px; - width: 300px; - background: url(BlueHeaderRight.png); - display: flex; - justify-content: center; - align-items: center; -} - -.headerLink -{ - color: #ffffff; - font-weight: bold; - font-family: "arial"; - text-decoration: none; - font-size: 21px; - margin-left: 20px; - padding-left: 20px; - padding-right: 42px; - background: url(FollowLinkArrow.png) no-repeat center right; +body
+{
+ margin: 0px;
+ background: #ffffff;
+ color: #000000;
+}
+
+.header
+{
+ background-color: #3f4247;
+ position: fixed;
+ height: 60px;
+ top: 0px;
+ left: 0px;
+ right: 0px;
+ width: 100%;
+ border: 0px solid #000000;
+ z-index: 2;
+}
+
+.versionHeader
+{
+ background-color: #e6e6e6;
+ position: fixed;
+ height: 30px;
+ top: 60px;
+ left: 0px;
+ right: 0px;
+ width: 100%;
+ border: 0px solid #000000;
+ z-index: 2;
+}
+
+.versionText
+{
+ color: #455463;
+ font-family: "arial";
+ font-size: 17px;
+ margin: 5px 0px 0px 20px;
+}
+
+.mainContent
+{
+ background-color: #ffffff;
+ position: absolute;
+ left: 350px;
+ right: 0px;
+ top: 90px;
+ padding: 20px;
+}
+
+.mainContentInner
+{
+ margin: 20px 20px 20px 20px;
+}
+
+.leftContent
+{
+ background-color: #ffffff;
+ position: fixed;
+ left: 0px;
+ width: 350px;
+ top: 90px;
+ height: 100%;
+ z-index: 1;
+ border-right:1px solid #e6e6e6;
+}
+
+.leftContentInner
+{
+ margin: 20px 20px 20px 20px;
+}
+
+.leftContentHeadline
+{
+ border-bottom: 1px solid #e6e6e6;
+ margin: 0 0 0 0;
+ padding-bottom: 5px;
+ color: #000000;
+ font-size: 28px;
+ font-weight: bold;
+ font-family: "arial";
+}
+
+.mainContentFooter
+{
+ border-top: 1px solid #e6e6e6;
+ padding-top: 0px;
+ margin-top: 30px;
+}
+
+.headerLogo
+{
+ margin-top: 5px;
+ margin-left: 20px;
+ float: left;
+}
+
+.headerBlueRight
+{
+ float: right;
+ height: 60px;
+ width: 300px;
+ background: url(BlueHeaderRight.png);
+ display: flex;
+ justify-content: center;
+ align-items: center;
+}
+
+.headerLink
+{
+ color: #ffffff;
+ font-weight: bold;
+ font-family: "arial";
+ text-decoration: none;
+ font-size: 21px;
+ margin-left: 20px;
+ padding-left: 20px;
+ padding-right: 42px;
+ background: url(FollowLinkArrow.png) no-repeat center right;
}
\ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/treeview_styles.css b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/treeview_styles.css index 63615b27..b838e7fd 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/treeview_styles.css +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/treeview_styles.css @@ -1,104 +1,104 @@ -.treeFolderLink:link -{ - color: #000000; - font-size: 16px; - font-weight: normal; - font-family: "arial"; - text-decoration: none; -} - -.treeFolderLink:visited -{ - color: #000000; - font-size: 16px; - font-weight: normal; - font-family: "arial"; - text-decoration: none; -} - -.treeFolderLink:hover -{ - color: #000000; - font-size: 16px; - font-weight: normal; - font-family: "arial"; - text-decoration: underline; -} - -.treeFolderLink:active -{ - color: #000000; - font-size: 16px; - font-weight: normal; - font-family: "arial"; - text-decoration: none; -} - -ol.tree -{ - margin-left: 0px; - padding: 0 0 0 20px; - width: 300px; -} - li - { - position: relative; - margin-left: -15px; - list-style: none; - } - li.file - { - margin-left: -17px !important; - } - li.file a - { - background: url(TreeViewItem.png) 0 0 no-repeat; - color: #000000; - font-size: 16px; - font-weight: normal; - font-family: "arial"; - padding-left: 21px; - margin-top: 5px; - text-decoration: none; - display: block; - } - li.file a:hover - { - text-decoration: underline; - } - li input - { - position: absolute; - left: 0; - margin-left: 0; - opacity: 0; - z-index: 2; - cursor: pointer; - height: 1em; - width: 1em; - top: 0; - } - li input + ol - { - background: url(TreeViewExpand.png) 40px 0 no-repeat; - margin: -17px 0 0 -44px; - height: 1em; - } - li input + ol > li { display: none; margin-left: -14px !important; padding-left: 1px; } - li label - { - cursor: pointer; - display: block; - padding-left: 18px; - margin-top: 5px; - } - - li input:checked + ol - { - background: url(TreeViewCollapse.png) 40px 5px no-repeat; - margin: -22px 0 0 -44px; - padding: 20px 0 0 80px; - height: auto; - } - li input:checked + ol > li { display: block; margin: 0 0 0.125em; /* 2px */} +.treeFolderLink:link
+{
+ color: #000000;
+ font-size: 16px;
+ font-weight: normal;
+ font-family: "arial";
+ text-decoration: none;
+}
+
+.treeFolderLink:visited
+{
+ color: #000000;
+ font-size: 16px;
+ font-weight: normal;
+ font-family: "arial";
+ text-decoration: none;
+}
+
+.treeFolderLink:hover
+{
+ color: #000000;
+ font-size: 16px;
+ font-weight: normal;
+ font-family: "arial";
+ text-decoration: underline;
+}
+
+.treeFolderLink:active
+{
+ color: #000000;
+ font-size: 16px;
+ font-weight: normal;
+ font-family: "arial";
+ text-decoration: none;
+}
+
+ol.tree
+{
+ margin-left: 0px;
+ padding: 0 0 0 20px;
+ width: 300px;
+}
+ li
+ {
+ position: relative;
+ margin-left: -15px;
+ list-style: none;
+ }
+ li.file
+ {
+ margin-left: -17px !important;
+ }
+ li.file a
+ {
+ background: url(TreeViewItem.png) 0 0 no-repeat;
+ color: #000000;
+ font-size: 16px;
+ font-weight: normal;
+ font-family: "arial";
+ padding-left: 21px;
+ margin-top: 5px;
+ text-decoration: none;
+ display: block;
+ }
+ li.file a:hover
+ {
+ text-decoration: underline;
+ }
+ li input
+ {
+ position: absolute;
+ left: 0;
+ margin-left: 0;
+ opacity: 0;
+ z-index: 2;
+ cursor: pointer;
+ height: 1em;
+ width: 1em;
+ top: 0;
+ }
+ li input + ol
+ {
+ background: url(TreeViewExpand.png) 40px 0 no-repeat;
+ margin: -17px 0 0 -44px;
+ height: 1em;
+ }
+ li input + ol > li { display: none; margin-left: -14px !important; padding-left: 1px; }
+ li label
+ {
+ cursor: pointer;
+ display: block;
+ padding-left: 18px;
+ margin-top: 5px;
+ }
+
+ li input:checked + ol
+ {
+ background: url(TreeViewCollapse.png) 40px 5px no-repeat;
+ margin: -22px 0 0 -44px;
+ padding: 20px 0 0 80px;
+ height: auto;
+ }
+ li input:checked + ol > li { display: block; margin: 0 0 0.125em; /* 2px */}
li input:checked + ol > li:last-child { margin: 0 0 0.063em; /* 1px */ }
\ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/AutodeskFbxSdkLicense.txt b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/AutodeskFbxSdkLicense.txt index c406d963..e8b36478 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/AutodeskFbxSdkLicense.txt +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/AutodeskFbxSdkLicense.txt @@ -1,3 +1,3 @@ -Autodesk FBX SDK. Copyright (c) 2016 Autodesk, Inc. All rights reserved. -Use of the FBX SDK requires agreeing to and complying with the FBX SDK License and Service Agreement terms +Autodesk FBX SDK. Copyright (c) 2016 Autodesk, Inc. All rights reserved.
+Use of the FBX SDK requires agreeing to and complying with the FBX SDK License and Service Agreement terms
accessed at https://damassets.autodesk.net/content/dam/autodesk/www/Company/docs/pdf/legal-notices-&-trademarks/Autodesk_FBX_SDK_2015_License_and_Services_Agreement.pdf"
\ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/UnityFbxSdkNativeLicense.txt b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/UnityFbxSdkNativeLicense.txt index 91fc3041..551dcf1e 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/UnityFbxSdkNativeLicense.txt +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/UnityFbxSdkNativeLicense.txt @@ -1,5 +1,5 @@ -FBX Exporter copyright © 2017 Unity Technologies ApS - -Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). - +FBX Exporter copyright © 2017 Unity Technologies ApS
+
+Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License).
+
Unless expressly provided otherwise, the Software under this license is made available strictly on an "AS IS" BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.
\ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/UnityFbxSdkNative_2_0_0.bundle/Contents/Info.plist b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/UnityFbxSdkNative_2_0_0.bundle/Contents/Info.plist index 708ae296..4df32a6e 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/UnityFbxSdkNative_2_0_0.bundle/Contents/Info.plist +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/UnityFbxSdkNative_2_0_0.bundle/Contents/Info.plist @@ -1,38 +1,38 @@ -<?xml version="1.0" encoding="UTF-8"?> -<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> -<plist version="1.0"> -<dict> - <key>CFBundleDevelopmentRegion</key> - <string>English</string> - <key>CFBundleExecutable</key> - <string>UnityFbxSdkNative_2_0_0</string> - <key>CFBundleGetInfoString</key> - <string></string> - <key>CFBundleIconFile</key> - <string></string> - <key>CFBundleIdentifier</key> - <string></string> - <key>CFBundleInfoDictionaryVersion</key> - <string>6.0</string> - <key>CFBundleLongVersionString</key> - <string></string> - <key>CFBundleName</key> - <string></string> - <key>CFBundlePackageType</key> - <string>APPL</string> - <key>CFBundleShortVersionString</key> - <string></string> - <key>CFBundleSignature</key> - <string>????</string> - <key>CFBundleVersion</key> - <string></string> - <key>CSResourcesFileMapped</key> - <true/> - <key>NSHumanReadableCopyright</key> - <string></string> - <key>NSPrincipalClass</key> - <string>NSApplication</string> - <key>NSHighResolutionCapable</key> - <string>True</string> -</dict> -</plist> +<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+ <key>CFBundleDevelopmentRegion</key>
+ <string>English</string>
+ <key>CFBundleExecutable</key>
+ <string>UnityFbxSdkNative_2_0_0</string>
+ <key>CFBundleGetInfoString</key>
+ <string></string>
+ <key>CFBundleIconFile</key>
+ <string></string>
+ <key>CFBundleIdentifier</key>
+ <string></string>
+ <key>CFBundleInfoDictionaryVersion</key>
+ <string>6.0</string>
+ <key>CFBundleLongVersionString</key>
+ <string></string>
+ <key>CFBundleName</key>
+ <string></string>
+ <key>CFBundlePackageType</key>
+ <string>APPL</string>
+ <key>CFBundleShortVersionString</key>
+ <string></string>
+ <key>CFBundleSignature</key>
+ <string>????</string>
+ <key>CFBundleVersion</key>
+ <string></string>
+ <key>CSResourcesFileMapped</key>
+ <true/>
+ <key>NSHumanReadableCopyright</key>
+ <string></string>
+ <key>NSPrincipalClass</key>
+ <string>NSApplication</string>
+ <key>NSHighResolutionCapable</key>
+ <string>True</string>
+</dict>
+</plist>
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/Windows/Editor/x64/AutodeskFbxSdkLicense.txt b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/Windows/Editor/x64/AutodeskFbxSdkLicense.txt index c406d963..e8b36478 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/Windows/Editor/x64/AutodeskFbxSdkLicense.txt +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/Windows/Editor/x64/AutodeskFbxSdkLicense.txt @@ -1,3 +1,3 @@ -Autodesk FBX SDK. Copyright (c) 2016 Autodesk, Inc. All rights reserved. -Use of the FBX SDK requires agreeing to and complying with the FBX SDK License and Service Agreement terms +Autodesk FBX SDK. Copyright (c) 2016 Autodesk, Inc. All rights reserved.
+Use of the FBX SDK requires agreeing to and complying with the FBX SDK License and Service Agreement terms
accessed at https://damassets.autodesk.net/content/dam/autodesk/www/Company/docs/pdf/legal-notices-&-trademarks/Autodesk_FBX_SDK_2015_License_and_Services_Agreement.pdf"
\ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/Windows/Editor/x64/UnityFbxSdkNativeLicense.txt b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/Windows/Editor/x64/UnityFbxSdkNativeLicense.txt index 91fc3041..551dcf1e 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/Windows/Editor/x64/UnityFbxSdkNativeLicense.txt +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/Windows/Editor/x64/UnityFbxSdkNativeLicense.txt @@ -1,5 +1,5 @@ -FBX Exporter copyright © 2017 Unity Technologies ApS - -Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). - +FBX Exporter copyright © 2017 Unity Technologies ApS
+
+Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License).
+
Unless expressly provided otherwise, the Software under this license is made available strictly on an "AS IS" BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.
\ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Application/AssetResourcesFile.cs b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Application/AssetResourcesFile.cs index 7f5392be..0380f56b 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Application/AssetResourcesFile.cs +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Application/AssetResourcesFile.cs @@ -1,120 +1,120 @@ -#if UNITY_EDITOR -using UnityEngine; -using UnityEditor; -using System; -using System.Collections.Generic; -using System.IO; - -namespace UMotionEditor -{ - public class AssetResourcesFile : ScriptableObject - { - //******************************************************************************** - // Public Properties - //******************************************************************************** - - //******************************************************************************** - // Private Properties - //******************************************************************************** - - #pragma warning disable 0649 // Suppress "Field 'field' is never assigned to, and will always have its default value 'value'" - [Serializable] - private struct ResourceDefinition - { - public string Name; - public UnityEngine.Object Reference; - } - #pragma warning restore 0649 - - //---------------------- - // Inspector - //---------------------- - [SerializeField]private List<ResourceDefinition> resourcesList = new List<ResourceDefinition>(); - [SerializeField]private List<ResourceDefinition> optionalResourcesList = new List<ResourceDefinition>(); - private Dictionary<string, UnityEngine.Object> resourcesDictionary = new Dictionary<string, UnityEngine.Object>(); - - //---------------------- - // Internal - //---------------------- - - //******************************************************************************** - // Public Methods - //******************************************************************************** - - public static AssetResourcesFile FindAssetResourcesFile() - { - string[] resourceFilesGUID = AssetDatabase.FindAssets("UMotionResources t:AssetResourcesFile"); - - if (resourceFilesGUID.Length > 1) - { - throw new UnityException("More than one resource file was found. Please remove all UMotion files and install UMotion again."); - } - else if (resourceFilesGUID.Length == 0) - { - throw new UnityException("Resource file not found. Please install UMotion again."); - } - else - { - AssetResourcesFile resourceFile = AssetDatabase.LoadAssetAtPath<AssetResourcesFile>(AssetDatabase.GUIDToAssetPath(resourceFilesGUID[0])); - - resourceFile.InitializeDictionary(); - - return resourceFile; - } - } - - public string GetEditorDataPath() - { - string resourcesPath = AssetDatabase.GetAssetPath(this); - - string dataPath = Path.GetDirectoryName(resourcesPath); - dataPath = Path.Combine(Path.GetDirectoryName(dataPath), "Data"); - - return dataPath; - } - - public T GetResource<T>(string name, bool required = true) where T : UnityEngine.Object - { - T loadedObject = null; - UnityEngine.Object obj; - if (resourcesDictionary.TryGetValue(name, out obj)) - { - loadedObject = obj as T; - } - - if (required && (loadedObject == null)) - { - throw new Exception(string.Format("Resource \"{0}\" can not be loaded.", name)); - } - else - { - return loadedObject; - } - } - - //******************************************************************************** - // Private Methods - //******************************************************************************** - - private void InitializeDictionary() - { - resourcesDictionary.Clear(); - foreach (ResourceDefinition resourceDef in resourcesList) - { - if (resourceDef.Reference == null) - { - throw new UnityException(string.Format("Required resource \"{0}\" not found. Please reinstall UMotion.", resourceDef.Name)); - } - else - { - resourcesDictionary.Add(resourceDef.Name, resourceDef.Reference); - } - } - foreach (ResourceDefinition resourceDef in optionalResourcesList) - { - resourcesDictionary.Add(resourceDef.Name, resourceDef.Reference); - } - } - } -} +#if UNITY_EDITOR
+using UnityEngine;
+using UnityEditor;
+using System;
+using System.Collections.Generic;
+using System.IO;
+
+namespace UMotionEditor
+{
+ public class AssetResourcesFile : ScriptableObject
+ {
+ //********************************************************************************
+ // Public Properties
+ //********************************************************************************
+
+ //********************************************************************************
+ // Private Properties
+ //********************************************************************************
+
+ #pragma warning disable 0649 // Suppress "Field 'field' is never assigned to, and will always have its default value 'value'"
+ [Serializable]
+ private struct ResourceDefinition
+ {
+ public string Name;
+ public UnityEngine.Object Reference;
+ }
+ #pragma warning restore 0649
+
+ //----------------------
+ // Inspector
+ //----------------------
+ [SerializeField]private List<ResourceDefinition> resourcesList = new List<ResourceDefinition>();
+ [SerializeField]private List<ResourceDefinition> optionalResourcesList = new List<ResourceDefinition>();
+ private Dictionary<string, UnityEngine.Object> resourcesDictionary = new Dictionary<string, UnityEngine.Object>();
+
+ //----------------------
+ // Internal
+ //----------------------
+
+ //********************************************************************************
+ // Public Methods
+ //********************************************************************************
+
+ public static AssetResourcesFile FindAssetResourcesFile()
+ {
+ string[] resourceFilesGUID = AssetDatabase.FindAssets("UMotionResources t:AssetResourcesFile");
+
+ if (resourceFilesGUID.Length > 1)
+ {
+ throw new UnityException("More than one resource file was found. Please remove all UMotion files and install UMotion again.");
+ }
+ else if (resourceFilesGUID.Length == 0)
+ {
+ throw new UnityException("Resource file not found. Please install UMotion again.");
+ }
+ else
+ {
+ AssetResourcesFile resourceFile = AssetDatabase.LoadAssetAtPath<AssetResourcesFile>(AssetDatabase.GUIDToAssetPath(resourceFilesGUID[0]));
+
+ resourceFile.InitializeDictionary();
+
+ return resourceFile;
+ }
+ }
+
+ public string GetEditorDataPath()
+ {
+ string resourcesPath = AssetDatabase.GetAssetPath(this);
+
+ string dataPath = Path.GetDirectoryName(resourcesPath);
+ dataPath = Path.Combine(Path.GetDirectoryName(dataPath), "Data");
+
+ return dataPath;
+ }
+
+ public T GetResource<T>(string name, bool required = true) where T : UnityEngine.Object
+ {
+ T loadedObject = null;
+ UnityEngine.Object obj;
+ if (resourcesDictionary.TryGetValue(name, out obj))
+ {
+ loadedObject = obj as T;
+ }
+
+ if (required && (loadedObject == null))
+ {
+ throw new Exception(string.Format("Resource \"{0}\" can not be loaded.", name));
+ }
+ else
+ {
+ return loadedObject;
+ }
+ }
+
+ //********************************************************************************
+ // Private Methods
+ //********************************************************************************
+
+ private void InitializeDictionary()
+ {
+ resourcesDictionary.Clear();
+ foreach (ResourceDefinition resourceDef in resourcesList)
+ {
+ if (resourceDef.Reference == null)
+ {
+ throw new UnityException(string.Format("Required resource \"{0}\" not found. Please reinstall UMotion.", resourceDef.Name));
+ }
+ else
+ {
+ resourcesDictionary.Add(resourceDef.Name, resourceDef.Reference);
+ }
+ }
+ foreach (ResourceDefinition resourceDef in optionalResourcesList)
+ {
+ resourcesDictionary.Add(resourceDef.Name, resourceDef.Reference);
+ }
+ }
+ }
+}
#endif
\ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Application/VersionCompatibilityUtility.cs b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Application/VersionCompatibilityUtility.cs index ee7861ff..50ec535b 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Application/VersionCompatibilityUtility.cs +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Application/VersionCompatibilityUtility.cs @@ -1,118 +1,118 @@ -#if UNITY_EDITOR -using System.Collections; -using System.Collections.Generic; -using System.Reflection; -using UnityEngine; - -namespace UMotionEditor -{ - public static class VersionCompatibilityUtility - { - #if !UNITY_2017_4_OR_NEWER - #error "This Unity version is not supported by UMotion. Please update to Unity 2017.4 or higher." - #endif - - //******************************************************************************** - // Public Properties - //******************************************************************************** - - public enum EditorPlatform - { - Windows = 0, - Mac, - Linux, - Invalid - } - - public static EditorPlatform CurrentEditorPlatform - { - get - { - switch (Application.platform) - { - case RuntimePlatform.WindowsEditor: - return EditorPlatform.Windows; - - case RuntimePlatform.OSXEditor: - return EditorPlatform.Mac; - - case RuntimePlatform.LinuxEditor: - return EditorPlatform.Linux; - - default: - return EditorPlatform.Invalid; - } - } - } - - public static bool Unity2018_1_OrNewer - { - get - { - #if UNITY_2018_1_OR_NEWER - return true; - #else - return false; - #endif - } - } - - public static bool Unity2018_3_OrNewer - { - get - { - #if UNITY_2018_3_OR_NEWER - return true; - #else - return false; - #endif - } - } - - public static bool Unity2019_1_Or_Newer - { - get - { - #if UNITY_2019_1_OR_NEWER - return true; - #else - return false; - #endif - } - } - - public static bool UsesScriptableRenderPipeline - { - get - { - #if UNITY_2019_1_OR_NEWER - return (UnityEngine.Rendering.RenderPipelineManager.currentPipeline != null); - #else - #if UNITY_2018_1_OR_NEWER - return (UnityEngine.Experimental.Rendering.RenderPipelineManager.currentPipeline != null); - #else - return false; - #endif - #endif - } - } - - public static string GetCurrentAssemblyName() - { - return Assembly.GetExecutingAssembly().GetName().Name; - } - - //******************************************************************************** - // Private Properties - //******************************************************************************** - - //******************************************************************************** - // Public Methods - //******************************************************************************** - - //******************************************************************************** - // Private Methods - //******************************************************************************** - } -} +#if UNITY_EDITOR
+using System.Collections;
+using System.Collections.Generic;
+using System.Reflection;
+using UnityEngine;
+
+namespace UMotionEditor
+{
+ public static class VersionCompatibilityUtility
+ {
+ #if !UNITY_2017_4_OR_NEWER
+ #error "This Unity version is not supported by UMotion. Please update to Unity 2017.4 or higher."
+ #endif
+
+ //********************************************************************************
+ // Public Properties
+ //********************************************************************************
+
+ public enum EditorPlatform
+ {
+ Windows = 0,
+ Mac,
+ Linux,
+ Invalid
+ }
+
+ public static EditorPlatform CurrentEditorPlatform
+ {
+ get
+ {
+ switch (Application.platform)
+ {
+ case RuntimePlatform.WindowsEditor:
+ return EditorPlatform.Windows;
+
+ case RuntimePlatform.OSXEditor:
+ return EditorPlatform.Mac;
+
+ case RuntimePlatform.LinuxEditor:
+ return EditorPlatform.Linux;
+
+ default:
+ return EditorPlatform.Invalid;
+ }
+ }
+ }
+
+ public static bool Unity2018_1_OrNewer
+ {
+ get
+ {
+ #if UNITY_2018_1_OR_NEWER
+ return true;
+ #else
+ return false;
+ #endif
+ }
+ }
+
+ public static bool Unity2018_3_OrNewer
+ {
+ get
+ {
+ #if UNITY_2018_3_OR_NEWER
+ return true;
+ #else
+ return false;
+ #endif
+ }
+ }
+
+ public static bool Unity2019_1_Or_Newer
+ {
+ get
+ {
+ #if UNITY_2019_1_OR_NEWER
+ return true;
+ #else
+ return false;
+ #endif
+ }
+ }
+
+ public static bool UsesScriptableRenderPipeline
+ {
+ get
+ {
+ #if UNITY_2019_1_OR_NEWER
+ return (UnityEngine.Rendering.RenderPipelineManager.currentPipeline != null);
+ #else
+ #if UNITY_2018_1_OR_NEWER
+ return (UnityEngine.Experimental.Rendering.RenderPipelineManager.currentPipeline != null);
+ #else
+ return false;
+ #endif
+ #endif
+ }
+ }
+
+ public static string GetCurrentAssemblyName()
+ {
+ return Assembly.GetExecutingAssembly().GetName().Name;
+ }
+
+ //********************************************************************************
+ // Private Properties
+ //********************************************************************************
+
+ //********************************************************************************
+ // Public Methods
+ //********************************************************************************
+
+ //********************************************************************************
+ // Private Methods
+ //********************************************************************************
+ }
+}
#endif
\ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/AnimationCurveUtilityRecent.cs b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/AnimationCurveUtilityRecent.cs index 0b44b879..d3238362 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/AnimationCurveUtilityRecent.cs +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/AnimationCurveUtilityRecent.cs @@ -1,105 +1,105 @@ -using UnityEngine; -using UnityEditor; -using System.Collections; -using System.Reflection; - -namespace UMotionEditor -{ - public static class AnimationCurveUtilityRecent - { - //******************************************************************************** - // Public Properties - //******************************************************************************** - - public static bool WeightedTangentsImplemented - { - get - { - #if UNITY_2018_1_OR_NEWER - return true; - #else - return false; - #endif - } - } - - //******************************************************************************** - // Private Properties - //******************************************************************************** - - //---------------------- - // Inspector - //---------------------- - - //---------------------- - // Internal - //---------------------- - - //******************************************************************************** - // Public Methods - //******************************************************************************** - - public static void SetKeyWeightedMode(ref Keyframe key, int weightedMode) - { - #if UNITY_2018_1_OR_NEWER - key.weightedMode = (WeightedMode)weightedMode; - #endif - } - - public static int GetKeyWeightedMode(Keyframe key) - { - #if UNITY_2018_1_OR_NEWER - return (int)key.weightedMode; - #else - return 0; - #endif - } - - public static void SetKeyLeftWeight(ref Keyframe key, float weight) - { - #if UNITY_2018_1_OR_NEWER - key.inWeight = weight; - #endif - } - - public static float GetKeyLeftWeight(Keyframe key) - { - #if UNITY_2018_1_OR_NEWER - return key.inWeight; - #else - return 1f / 3f; - #endif - } - - public static void SetKeyRightWeight(ref Keyframe key, float weight) - { - #if UNITY_2018_1_OR_NEWER - key.outWeight = weight; - #endif - } - - public static float GetKeyRightWeight(Keyframe key) - { - #if UNITY_2018_1_OR_NEWER - return key.outWeight; - #else - return 1f / 3f; - #endif - } - - public static void InitializeKeyframe(int frame, float value, float inTangent, float outTangent, int weightedMode, float leftWeight, float rightWeight, out Keyframe key) - { - key = new Keyframe(frame, value, inTangent, outTangent); - - #if UNITY_2018_1_OR_NEWER - key.weightedMode = (WeightedMode)weightedMode; - key.inWeight = leftWeight; - key.outWeight = rightWeight; - #endif - } - - //******************************************************************************** - // Private Methods - //******************************************************************************** - } -} +using UnityEngine;
+using UnityEditor;
+using System.Collections;
+using System.Reflection;
+
+namespace UMotionEditor
+{
+ public static class AnimationCurveUtilityRecent
+ {
+ //********************************************************************************
+ // Public Properties
+ //********************************************************************************
+
+ public static bool WeightedTangentsImplemented
+ {
+ get
+ {
+ #if UNITY_2018_1_OR_NEWER
+ return true;
+ #else
+ return false;
+ #endif
+ }
+ }
+
+ //********************************************************************************
+ // Private Properties
+ //********************************************************************************
+
+ //----------------------
+ // Inspector
+ //----------------------
+
+ //----------------------
+ // Internal
+ //----------------------
+
+ //********************************************************************************
+ // Public Methods
+ //********************************************************************************
+
+ public static void SetKeyWeightedMode(ref Keyframe key, int weightedMode)
+ {
+ #if UNITY_2018_1_OR_NEWER
+ key.weightedMode = (WeightedMode)weightedMode;
+ #endif
+ }
+
+ public static int GetKeyWeightedMode(Keyframe key)
+ {
+ #if UNITY_2018_1_OR_NEWER
+ return (int)key.weightedMode;
+ #else
+ return 0;
+ #endif
+ }
+
+ public static void SetKeyLeftWeight(ref Keyframe key, float weight)
+ {
+ #if UNITY_2018_1_OR_NEWER
+ key.inWeight = weight;
+ #endif
+ }
+
+ public static float GetKeyLeftWeight(Keyframe key)
+ {
+ #if UNITY_2018_1_OR_NEWER
+ return key.inWeight;
+ #else
+ return 1f / 3f;
+ #endif
+ }
+
+ public static void SetKeyRightWeight(ref Keyframe key, float weight)
+ {
+ #if UNITY_2018_1_OR_NEWER
+ key.outWeight = weight;
+ #endif
+ }
+
+ public static float GetKeyRightWeight(Keyframe key)
+ {
+ #if UNITY_2018_1_OR_NEWER
+ return key.outWeight;
+ #else
+ return 1f / 3f;
+ #endif
+ }
+
+ public static void InitializeKeyframe(int frame, float value, float inTangent, float outTangent, int weightedMode, float leftWeight, float rightWeight, out Keyframe key)
+ {
+ key = new Keyframe(frame, value, inTangent, outTangent);
+
+ #if UNITY_2018_1_OR_NEWER
+ key.weightedMode = (WeightedMode)weightedMode;
+ key.inWeight = leftWeight;
+ key.outWeight = rightWeight;
+ #endif
+ }
+
+ //********************************************************************************
+ // Private Methods
+ //********************************************************************************
+ }
+}
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/EditorVersionCompatibilityUtility.cs b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/EditorVersionCompatibilityUtility.cs index 318bd59e..567b7a0e 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/EditorVersionCompatibilityUtility.cs +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/EditorVersionCompatibilityUtility.cs @@ -1,67 +1,67 @@ -using UnityEngine; -using UnityEditor; -using System.Collections; -using System.Collections.Generic; -using System.Collections.ObjectModel; -using UnityEditor.Compilation; -#if UNITY_2018_3_OR_NEWER -using UnityEditor.Experimental.SceneManagement; -#endif - -namespace UMotionEditor -{ - public static class EditorVersionCompatibilityUtility - { - //******************************************************************************** - // Public Properties - //******************************************************************************** - - //******************************************************************************** - // Private Properties - //******************************************************************************** - - //---------------------- - // Inspector - //---------------------- - - //---------------------- - // Internal - //---------------------- - - //******************************************************************************** - // Public Methods - //******************************************************************************** - - public static bool IsModelPrefab(GameObject gameObject) - { - #if UNITY_2018_3_OR_NEWER - return (PrefabUtility.GetPrefabAssetType(gameObject) == PrefabAssetType.Model); - #else - return (PrefabUtility.GetPrefabType(gameObject) == PrefabType.ModelPrefab); - #endif - } - - public static bool IsPrefab(GameObject gameObject) - { - #if UNITY_2018_3_OR_NEWER - return (PrefabUtility.GetPrefabAssetType(gameObject) != PrefabAssetType.NotAPrefab); - #else - return (PrefabUtility.GetPrefabType(gameObject) != PrefabType.None); - #endif - } - - public static bool IsInPrefabStage() - { - #if UNITY_2018_3_OR_NEWER - return (PrefabStageUtility.GetCurrentPrefabStage() != null); - #else - return false; - #endif - } - - //******************************************************************************** - // Private Methods - //******************************************************************************** - - } -} +using UnityEngine;
+using UnityEditor;
+using System.Collections;
+using System.Collections.Generic;
+using System.Collections.ObjectModel;
+using UnityEditor.Compilation;
+#if UNITY_2018_3_OR_NEWER
+using UnityEditor.Experimental.SceneManagement;
+#endif
+
+namespace UMotionEditor
+{
+ public static class EditorVersionCompatibilityUtility
+ {
+ //********************************************************************************
+ // Public Properties
+ //********************************************************************************
+
+ //********************************************************************************
+ // Private Properties
+ //********************************************************************************
+
+ //----------------------
+ // Inspector
+ //----------------------
+
+ //----------------------
+ // Internal
+ //----------------------
+
+ //********************************************************************************
+ // Public Methods
+ //********************************************************************************
+
+ public static bool IsModelPrefab(GameObject gameObject)
+ {
+ #if UNITY_2018_3_OR_NEWER
+ return (PrefabUtility.GetPrefabAssetType(gameObject) == PrefabAssetType.Model);
+ #else
+ return (PrefabUtility.GetPrefabType(gameObject) == PrefabType.ModelPrefab);
+ #endif
+ }
+
+ public static bool IsPrefab(GameObject gameObject)
+ {
+ #if UNITY_2018_3_OR_NEWER
+ return (PrefabUtility.GetPrefabAssetType(gameObject) != PrefabAssetType.NotAPrefab);
+ #else
+ return (PrefabUtility.GetPrefabType(gameObject) != PrefabType.None);
+ #endif
+ }
+
+ public static bool IsInPrefabStage()
+ {
+ #if UNITY_2018_3_OR_NEWER
+ return (PrefabStageUtility.GetCurrentPrefabStage() != null);
+ #else
+ return false;
+ #endif
+ }
+
+ //********************************************************************************
+ // Private Methods
+ //********************************************************************************
+
+ }
+}
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/GUICompatibilityUtility.cs b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/GUICompatibilityUtility.cs index 73a44bd4..2b9c1775 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/GUICompatibilityUtility.cs +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/GUICompatibilityUtility.cs @@ -1,102 +1,102 @@ -using System; -using System.Reflection; -using UnityEngine; -using UnityEditor; - -namespace UMotionEditor -{ - public static class GUICompatibilityUtility - { - //******************************************************************************** - // Public Properties - //******************************************************************************** - - public static event System.Action<SceneView> OnSceneGui - { - add - { - #if UNITY_2019_1_OR_NEWER - SceneView.duringSceneGui += value; - #else - legacySceneViewGUI += value; - if (!initialized) - { - // Doing this in a static constructor instead caused an exception in Unity 2017.4 - SceneView.onSceneGUIDelegate += delegate(SceneView sceneView) { legacySceneViewGUI(sceneView); }; - initialized = true; - } - #endif - } - remove - { - #if UNITY_2019_1_OR_NEWER - SceneView.duringSceneGui -= value; - #else - legacySceneViewGUI -= value; - #endif - } - } - - //******************************************************************************** - // Private Properties - //******************************************************************************** - - //---------------------- - // Inspector - //---------------------- - - //---------------------- - // Internal - //---------------------- - #if !UNITY_2019_1_OR_NEWER - private static event System.Action<SceneView> legacySceneViewGUI; - private static bool initialized = false; - #endif - - //******************************************************************************** - // Public Methods - //******************************************************************************** - - [MenuItem("Window/UMotion Editor/Contact Support", true, 1232)] - public static bool UMotionSupportMenuItemValidate() - { - CheckCurrentAssembly(); - return true; - } - - [MenuItem("Window/UMotion Editor/Contact Support", false, 1232)] - public static void UMotionSupportMenuItem() - { - Help.BrowseURL("https://support.soxware.com"); - } - - public static Color ColorField(GUIContent label, Color value, bool showEyedropper, bool showAlpha, bool hdr, params GUILayoutOption[] options) - { - #if UNITY_2018_1_OR_NEWER - return EditorGUILayout.ColorField(label, value, showEyedropper, showAlpha, hdr, options); - #else - return EditorGUILayout.ColorField(label, value, showEyedropper, showAlpha, hdr, null, options); - #endif - } - - //******************************************************************************** - // Private Methods - //******************************************************************************** - - private static bool CheckCurrentAssembly() - { - string applicationAssemblyName = VersionCompatibilityUtility.GetCurrentAssemblyName(); - string editorAssemblyName = Assembly.GetExecutingAssembly().GetName().Name; - - bool assemblyOk = (applicationAssemblyName == "UMotionSourceApplication") && (editorAssemblyName == "UMotionSourceEditor"); - - if (!assemblyOk) - { - string message = string.Format("The UMotion script files are not compiled to the correct assembly:\r\n\r\n\"{0}\"\r\n(should be \"UMotionSourceApplication\")\r\n\r\n\"{1}\"\r\n(should be \"UMotionSourceEditor\")\r\n\r\nMake sure that you haven't deleted or re-named the assembly definition files inside the UMotion folder.", applicationAssemblyName, editorAssemblyName); - EditorUtility.DisplayDialog("UMotion - Invalid Assembly", message, "OK"); - } - - return assemblyOk; - } - } +using System;
+using System.Reflection;
+using UnityEngine;
+using UnityEditor;
+
+namespace UMotionEditor
+{
+ public static class GUICompatibilityUtility
+ {
+ //********************************************************************************
+ // Public Properties
+ //********************************************************************************
+
+ public static event System.Action<SceneView> OnSceneGui
+ {
+ add
+ {
+ #if UNITY_2019_1_OR_NEWER
+ SceneView.duringSceneGui += value;
+ #else
+ legacySceneViewGUI += value;
+ if (!initialized)
+ {
+ // Doing this in a static constructor instead caused an exception in Unity 2017.4
+ SceneView.onSceneGUIDelegate += delegate(SceneView sceneView) { legacySceneViewGUI(sceneView); };
+ initialized = true;
+ }
+ #endif
+ }
+ remove
+ {
+ #if UNITY_2019_1_OR_NEWER
+ SceneView.duringSceneGui -= value;
+ #else
+ legacySceneViewGUI -= value;
+ #endif
+ }
+ }
+
+ //********************************************************************************
+ // Private Properties
+ //********************************************************************************
+
+ //----------------------
+ // Inspector
+ //----------------------
+
+ //----------------------
+ // Internal
+ //----------------------
+ #if !UNITY_2019_1_OR_NEWER
+ private static event System.Action<SceneView> legacySceneViewGUI;
+ private static bool initialized = false;
+ #endif
+
+ //********************************************************************************
+ // Public Methods
+ //********************************************************************************
+
+ [MenuItem("Window/UMotion Editor/Contact Support", true, 1232)]
+ public static bool UMotionSupportMenuItemValidate()
+ {
+ CheckCurrentAssembly();
+ return true;
+ }
+
+ [MenuItem("Window/UMotion Editor/Contact Support", false, 1232)]
+ public static void UMotionSupportMenuItem()
+ {
+ Help.BrowseURL("https://support.soxware.com");
+ }
+
+ public static Color ColorField(GUIContent label, Color value, bool showEyedropper, bool showAlpha, bool hdr, params GUILayoutOption[] options)
+ {
+ #if UNITY_2018_1_OR_NEWER
+ return EditorGUILayout.ColorField(label, value, showEyedropper, showAlpha, hdr, options);
+ #else
+ return EditorGUILayout.ColorField(label, value, showEyedropper, showAlpha, hdr, null, options);
+ #endif
+ }
+
+ //********************************************************************************
+ // Private Methods
+ //********************************************************************************
+
+ private static bool CheckCurrentAssembly()
+ {
+ string applicationAssemblyName = VersionCompatibilityUtility.GetCurrentAssemblyName();
+ string editorAssemblyName = Assembly.GetExecutingAssembly().GetName().Name;
+
+ bool assemblyOk = (applicationAssemblyName == "UMotionSourceApplication") && (editorAssemblyName == "UMotionSourceEditor");
+
+ if (!assemblyOk)
+ {
+ string message = string.Format("The UMotion script files are not compiled to the correct assembly:\r\n\r\n\"{0}\"\r\n(should be \"UMotionSourceApplication\")\r\n\r\n\"{1}\"\r\n(should be \"UMotionSourceEditor\")\r\n\r\nMake sure that you haven't deleted or re-named the assembly definition files inside the UMotion folder.", applicationAssemblyName, editorAssemblyName);
+ EditorUtility.DisplayDialog("UMotion - Invalid Assembly", message, "OK");
+ }
+
+ return assemblyOk;
+ }
+ }
}
\ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader index 6ca491b3..f9dd2196 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader @@ -1,73 +1,73 @@ -Shader "UMotion Editor/Camera Lit" -{ - Properties - { - _Color("Main Color (RGB)", color) = (1, 1, 1, 1) - _WireColor("Wire Color (RGB) Trans (A)", color) = (0, 0, 0, 1) - _WireSize("Wire Size", Range(0, 4)) = 0.9 - } - - SubShader - { - Tags { "RenderType" = "Opaque" "IgnoreProjector"="True" } - LOD 100 - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - - #include "UnityCG.cginc" - - fixed4 _Color; - fixed4 _WireColor; - half _WireSize; - - struct vInput - { - float4 vertex : POSITION; - half4 texcoord : TEXCOORD0; - float3 normal : NORMAL; - }; - - struct vOutput - { - float4 pos : SV_POSITION; - fixed3 wirecoord : TEXCOORD1; - float3 lambert : TEXCOORD2; - }; - - vOutput vert(vInput i) - { - vOutput o; - - o.pos = UnityObjectToClipPos(i.vertex); - - o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y); - - float3 viewDir = normalize(WorldSpaceViewDir(i.vertex)); - float3 worldNormal = normalize(UnityObjectToWorldNormal(i.normal)); - o.lambert = saturate(dot(viewDir, worldNormal)); - - return o; - } - - fixed4 frag(vOutput i) : SV_Target - { - fixed4 outColor; - outColor.rgb = i.lambert * _Color; - outColor.a = 1.0; - - half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz)); - half3 smoothed = smoothstep(half3(0, 0, 0), width * _WireSize, i.wirecoord.xyz); - half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z); - - return lerp(lerp(outColor, _WireColor, _WireColor.a), outColor, wireAlpha); - } - - ENDCG - } //Pass - } //SubShader -} //Shader +Shader "UMotion Editor/Camera Lit"
+{
+ Properties
+ {
+ _Color("Main Color (RGB)", color) = (1, 1, 1, 1)
+ _WireColor("Wire Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
+ _WireSize("Wire Size", Range(0, 4)) = 0.9
+ }
+
+ SubShader
+ {
+ Tags { "RenderType" = "Opaque" "IgnoreProjector"="True" }
+ LOD 100
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 3.0
+
+ #include "UnityCG.cginc"
+
+ fixed4 _Color;
+ fixed4 _WireColor;
+ half _WireSize;
+
+ struct vInput
+ {
+ float4 vertex : POSITION;
+ half4 texcoord : TEXCOORD0;
+ float3 normal : NORMAL;
+ };
+
+ struct vOutput
+ {
+ float4 pos : SV_POSITION;
+ fixed3 wirecoord : TEXCOORD1;
+ float3 lambert : TEXCOORD2;
+ };
+
+ vOutput vert(vInput i)
+ {
+ vOutput o;
+
+ o.pos = UnityObjectToClipPos(i.vertex);
+
+ o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y);
+
+ float3 viewDir = normalize(WorldSpaceViewDir(i.vertex));
+ float3 worldNormal = normalize(UnityObjectToWorldNormal(i.normal));
+ o.lambert = saturate(dot(viewDir, worldNormal));
+
+ return o;
+ }
+
+ fixed4 frag(vOutput i) : SV_Target
+ {
+ fixed4 outColor;
+ outColor.rgb = i.lambert * _Color;
+ outColor.a = 1.0;
+
+ half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz));
+ half3 smoothed = smoothstep(half3(0, 0, 0), width * _WireSize, i.wirecoord.xyz);
+ half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z);
+
+ return lerp(lerp(outColor, _WireColor, _WireColor.a), outColor, wireAlpha);
+ }
+
+ ENDCG
+ } //Pass
+ } //SubShader
+} //Shader
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlit.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlit.shader index dc4654a9..50815eef 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlit.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlit.shader @@ -1,41 +1,41 @@ -Shader "UMotion Editor/Color Unlit" -{ - Properties - { - // Color property for material inspector, default to white - _Color ("Main Color", Color) = (1,1,1,1) - } - SubShader - { - Tags { "RenderType"="Opaque" "IgnoreProjector"="True" } - LOD 100 - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - // vertex shader - // this time instead of using "appdata" struct, just spell inputs manually, - // and instead of returning v2f struct, also just return a single output - // float4 clip position - float4 vert (float4 vertex : POSITION) : SV_POSITION - { - return UnityObjectToClipPos(vertex); - } - - // color from the material - fixed4 _Color; - - // pixel shader, no inputs needed - fixed4 frag () : SV_Target - { - return _Color; // just return it - } - ENDCG - } - } +Shader "UMotion Editor/Color Unlit"
+{
+ Properties
+ {
+ // Color property for material inspector, default to white
+ _Color ("Main Color", Color) = (1,1,1,1)
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" "IgnoreProjector"="True" }
+ LOD 100
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+
+ // vertex shader
+ // this time instead of using "appdata" struct, just spell inputs manually,
+ // and instead of returning v2f struct, also just return a single output
+ // float4 clip position
+ float4 vert (float4 vertex : POSITION) : SV_POSITION
+ {
+ return UnityObjectToClipPos(vertex);
+ }
+
+ // color from the material
+ fixed4 _Color;
+
+ // pixel shader, no inputs needed
+ fixed4 frag () : SV_Target
+ {
+ return _Color; // just return it
+ }
+ ENDCG
+ }
+ }
}
\ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlitTransparent.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlitTransparent.shader index 536f40bc..de069c03 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlitTransparent.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlitTransparent.shader @@ -1,43 +1,43 @@ -Shader "UMotion Editor/Color Unlit Transparent" -{ - Properties - { - // Color property for material inspector, default to white - _Color ("Main Color", Color) = (1,1,1,1) - } - SubShader - { - Tags { "RenderType"="Transparent" "IgnoreProjector"="True" } - LOD 100 - ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - // vertex shader - // this time instead of using "appdata" struct, just spell inputs manually, - // and instead of returning v2f struct, also just return a single output - // float4 clip position - float4 vert (float4 vertex : POSITION) : SV_POSITION - { - return UnityObjectToClipPos(vertex); - } - - // color from the material - fixed4 _Color; - - // pixel shader, no inputs needed - fixed4 frag () : SV_Target - { - return _Color; // just return it - } - ENDCG - } - } +Shader "UMotion Editor/Color Unlit Transparent"
+{
+ Properties
+ {
+ // Color property for material inspector, default to white
+ _Color ("Main Color", Color) = (1,1,1,1)
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Transparent" "IgnoreProjector"="True" }
+ LOD 100
+ ZWrite Off
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+
+ // vertex shader
+ // this time instead of using "appdata" struct, just spell inputs manually,
+ // and instead of returning v2f struct, also just return a single output
+ // float4 clip position
+ float4 vert (float4 vertex : POSITION) : SV_POSITION
+ {
+ return UnityObjectToClipPos(vertex);
+ }
+
+ // color from the material
+ fixed4 _Color;
+
+ // pixel shader, no inputs needed
+ fixed4 frag () : SV_Target
+ {
+ return _Color; // just return it
+ }
+ ENDCG
+ }
+ }
}
\ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader index 9e0fb815..37798944 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader @@ -1,70 +1,70 @@ -Shader "UMotion Editor/Unlit Dashed Line" -{ - Properties - { - _Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1) - _Thickness("Line Thikness", Range(0, 4)) = 0.9 - _DashFrequency("Dash Frequency", Range(0, 150)) = 100 - } - - SubShader - { - Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" "DisableBatching"="True" } - LOD 100 - - ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - Cull Off - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - - #include "UnityCG.cginc" - - fixed4 _Color; - half _Thickness; - half _DashFrequency; - - struct vInput - { - float4 vertex : POSITION; - half4 texcoord : TEXCOORD0; - }; - - struct vOutput - { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - vOutput vert(vInput i) - { - vOutput o; - - o.pos = UnityObjectToClipPos(i.vertex); - - o.uv = i.texcoord.xy; - o.uv.x *= length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z)); - - return o; - } - - fixed4 frag(vOutput i) : SV_Target - { - half2 mass = half2(sin(i.uv.x * _DashFrequency), i.uv.y); - - half2 width = abs(ddx(mass)) + abs(ddy(mass)); - half2 smoothed = smoothstep(half2(0, 0), width * _Thickness, mass.xy); - half alpha = max(smoothed.x, smoothed.y); - - return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha); - } - - ENDCG - } //Pass - } //SubShader -} //Shader +Shader "UMotion Editor/Unlit Dashed Line"
+{
+ Properties
+ {
+ _Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
+ _Thickness("Line Thikness", Range(0, 4)) = 0.9
+ _DashFrequency("Dash Frequency", Range(0, 150)) = 100
+ }
+
+ SubShader
+ {
+ Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" "DisableBatching"="True" }
+ LOD 100
+
+ ZWrite Off
+ Blend SrcAlpha OneMinusSrcAlpha
+ Cull Off
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 3.0
+
+ #include "UnityCG.cginc"
+
+ fixed4 _Color;
+ half _Thickness;
+ half _DashFrequency;
+
+ struct vInput
+ {
+ float4 vertex : POSITION;
+ half4 texcoord : TEXCOORD0;
+ };
+
+ struct vOutput
+ {
+ float4 pos : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ vOutput vert(vInput i)
+ {
+ vOutput o;
+
+ o.pos = UnityObjectToClipPos(i.vertex);
+
+ o.uv = i.texcoord.xy;
+ o.uv.x *= length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z));
+
+ return o;
+ }
+
+ fixed4 frag(vOutput i) : SV_Target
+ {
+ half2 mass = half2(sin(i.uv.x * _DashFrequency), i.uv.y);
+
+ half2 width = abs(ddx(mass)) + abs(ddy(mass));
+ half2 smoothed = smoothstep(half2(0, 0), width * _Thickness, mass.xy);
+ half alpha = max(smoothed.x, smoothed.y);
+
+ return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha);
+ }
+
+ ENDCG
+ } //Pass
+ } //SubShader
+} //Shader
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader index 6c789116..29e1927d 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader @@ -1,63 +1,63 @@ -Shader "UMotion Editor/Unlit Line" -{ - Properties - { - _Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1) - _Thickness("Line Thikness", Range(0, 4)) = 0.9 - } - - SubShader - { - Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" } - LOD 100 - - ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - Cull Off - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - - #include "UnityCG.cginc" - - fixed4 _Color; - half _Thickness; - - struct vInput - { - float4 vertex : POSITION; - half4 texcoord : TEXCOORD0; - }; - - struct vOutput - { - float4 pos : SV_POSITION; - float uv_y : TEXCOORD0; - }; - - vOutput vert(vInput i) - { - vOutput o; - - o.pos = UnityObjectToClipPos(i.vertex); - o.uv_y = i.texcoord.y; - - return o; - } - - fixed4 frag(vOutput i) : SV_Target - { - half width = abs(ddx(i.uv_y)) + abs(ddy(i.uv_y)); - half alpha = smoothstep(0, width * _Thickness, i.uv_y); - - return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha); - } - - ENDCG - } //Pass - } //SubShader -} //Shader +Shader "UMotion Editor/Unlit Line"
+{
+ Properties
+ {
+ _Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
+ _Thickness("Line Thikness", Range(0, 4)) = 0.9
+ }
+
+ SubShader
+ {
+ Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
+ LOD 100
+
+ ZWrite Off
+ Blend SrcAlpha OneMinusSrcAlpha
+ Cull Off
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 3.0
+
+ #include "UnityCG.cginc"
+
+ fixed4 _Color;
+ half _Thickness;
+
+ struct vInput
+ {
+ float4 vertex : POSITION;
+ half4 texcoord : TEXCOORD0;
+ };
+
+ struct vOutput
+ {
+ float4 pos : SV_POSITION;
+ float uv_y : TEXCOORD0;
+ };
+
+ vOutput vert(vInput i)
+ {
+ vOutput o;
+
+ o.pos = UnityObjectToClipPos(i.vertex);
+ o.uv_y = i.texcoord.y;
+
+ return o;
+ }
+
+ fixed4 frag(vOutput i) : SV_Target
+ {
+ half width = abs(ddx(i.uv_y)) + abs(ddy(i.uv_y));
+ half alpha = smoothstep(0, width * _Thickness, i.uv_y);
+
+ return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha);
+ }
+
+ ENDCG
+ } //Pass
+ } //SubShader
+} //Shader
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/VertexColorUnlit.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/VertexColorUnlit.shader index 6be5ffb1..f4535f98 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/VertexColorUnlit.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/VertexColorUnlit.shader @@ -1,32 +1,32 @@ -// Source: http://wiki.unity3d.com/index.php/VertexColorUnlit -Shader "UMotion Editor/Vertex Color Unlit" -{ - Properties - { - _MainTex ("Texture", 2D) = "white" {} - } - - Category - { - Tags { "RenderType"="Opaque" "IgnoreProjector"="True" } - Lighting Off - - BindChannels - { - Bind "Color", color - Bind "Vertex", vertex - Bind "TexCoord", texcoord - } - - SubShader - { - Pass - { - SetTexture [_MainTex] - { - Combine texture * primary DOUBLE - } - } - } - } +// Source: http://wiki.unity3d.com/index.php/VertexColorUnlit
+Shader "UMotion Editor/Vertex Color Unlit"
+{
+ Properties
+ {
+ _MainTex ("Texture", 2D) = "white" {}
+ }
+
+ Category
+ {
+ Tags { "RenderType"="Opaque" "IgnoreProjector"="True" }
+ Lighting Off
+
+ BindChannels
+ {
+ Bind "Color", color
+ Bind "Vertex", vertex
+ Bind "TexCoord", texcoord
+ }
+
+ SubShader
+ {
+ Pass
+ {
+ SetTexture [_MainTex]
+ {
+ Combine texture * primary DOUBLE
+ }
+ }
+ }
+ }
}
\ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader index cd0db9b9..2a9c6879 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader @@ -1,65 +1,65 @@ -Shader "UMotion Editor/Wires Only" -{ - Properties - { - _Color("Main Color (RGB)", color) = (1, 1, 1, 1) - _Size("Wire Size", Range(0, 4)) = 0.9 - } - - SubShader - { - Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" } - LOD 100 - - ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - Cull Off - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - - #include "UnityCG.cginc" - - fixed4 _Color; - half _Size; - - struct vInput - { - float4 vertex : POSITION; - half4 texcoord : TEXCOORD0; - }; - - struct vOutput - { - float4 pos : SV_POSITION; - fixed3 wirecoord : TEXCOORD1; - }; - - vOutput vert(vInput i) - { - vOutput o; - - o.pos = UnityObjectToClipPos(i.vertex); - - o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y); - - return o; - } - - fixed4 frag(vOutput i) : SV_Target - { - half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz)); - half3 smoothed = smoothstep(half3(0, 0, 0), width * _Size, i.wirecoord.xyz); - half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z); - - return fixed4(_Color.xyz, 1 - wireAlpha); - } - - ENDCG - } //Pass - } //SubShader -} //Shader +Shader "UMotion Editor/Wires Only"
+{
+ Properties
+ {
+ _Color("Main Color (RGB)", color) = (1, 1, 1, 1)
+ _Size("Wire Size", Range(0, 4)) = 0.9
+ }
+
+ SubShader
+ {
+ Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
+ LOD 100
+
+ ZWrite Off
+ Blend SrcAlpha OneMinusSrcAlpha
+ Cull Off
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 3.0
+
+ #include "UnityCG.cginc"
+
+ fixed4 _Color;
+ half _Size;
+
+ struct vInput
+ {
+ float4 vertex : POSITION;
+ half4 texcoord : TEXCOORD0;
+ };
+
+ struct vOutput
+ {
+ float4 pos : SV_POSITION;
+ fixed3 wirecoord : TEXCOORD1;
+ };
+
+ vOutput vert(vInput i)
+ {
+ vOutput o;
+
+ o.pos = UnityObjectToClipPos(i.vertex);
+
+ o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y);
+
+ return o;
+ }
+
+ fixed4 frag(vOutput i) : SV_Target
+ {
+ half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz));
+ half3 smoothed = smoothstep(half3(0, 0, 0), width * _Size, i.wirecoord.xyz);
+ half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z);
+
+ return fixed4(_Color.xyz, 1 - wireAlpha);
+ }
+
+ ENDCG
+ } //Pass
+ } //SubShader
+} //Shader
diff --git a/Assets/ThirdParty/UMotion/UMotionExamples/Miscellaneous/Scripts/ResetPosition.cs b/Assets/ThirdParty/UMotion/UMotionExamples/Miscellaneous/Scripts/ResetPosition.cs index a03ddf30..7595d386 100644 --- a/Assets/ThirdParty/UMotion/UMotionExamples/Miscellaneous/Scripts/ResetPosition.cs +++ b/Assets/ThirdParty/UMotion/UMotionExamples/Miscellaneous/Scripts/ResetPosition.cs @@ -1,25 +1,25 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class ResetPosition : MonoBehaviour -{ - public float distanceToReset = 5; - - private Vector3 startPosition; - - // Use this for initialization - void Start () - { - startPosition = transform.position; - } - - // Update is called once per frame - void Update () - { - if (Vector3.Distance(startPosition, transform.position) >= distanceToReset) - { - transform.position = startPosition; - } - } -} +using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ResetPosition : MonoBehaviour
+{
+ public float distanceToReset = 5;
+
+ private Vector3 startPosition;
+
+ // Use this for initialization
+ void Start ()
+ {
+ startPosition = transform.position;
+ }
+
+ // Update is called once per frame
+ void Update ()
+ {
+ if (Vector3.Distance(startPosition, transform.position) >= distanceToReset)
+ {
+ transform.position = startPosition;
+ }
+ }
+}
diff --git a/Assets/ThirdParty/VRM/VRM/UniVRM/Scripts/Format/VRMSpecVersion.cs.meta b/Assets/ThirdParty/VRM/VRM/UniVRM/Scripts/Format/VRMSpecVersion.cs.meta index 6e5da297..7c160b30 100644 --- a/Assets/ThirdParty/VRM/VRM/UniVRM/Scripts/Format/VRMSpecVersion.cs.meta +++ b/Assets/ThirdParty/VRM/VRM/UniVRM/Scripts/Format/VRMSpecVersion.cs.meta @@ -1,3 +1,3 @@ -fileFormatVersion: 2 -guid: 3c5b8467d0154d6da78a74ecae5f85e7 +fileFormatVersion: 2
+guid: 3c5b8467d0154d6da78a74ecae5f85e7
timeCreated: 1549016543
\ No newline at end of file |