From 8b384dffa0d9c63c7a657c6e567c2ddefbf046cd Mon Sep 17 00:00:00 2001 From: chai Date: Sun, 11 Oct 2020 20:00:58 +0800 Subject: +Saionji show off scene --- .../UMotionEditor/Manual/pages/CustomProperty.html | 328 +++++++++++++++++++++ 1 file changed, 328 insertions(+) create mode 100644 Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html (limited to 'Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html') diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html new file mode 100644 index 00000000..300208c4 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html @@ -0,0 +1,328 @@ + + + + + + UMotion Manual - Custom Property + + + + + +
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Version: 1.22p03

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+ UMotion Manual +
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  1. UMotion Manual
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  3. Introduction & Tips
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  5. Getting Started
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      1. Quick Start Tutorial
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      3. 1) Installation & First Steps
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      5. 2) Pose Editing
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      7. 3) Clip Editor
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      9. 4) Curves & Rotation Modes
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      11. 5) Config Mode
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      13. 6) Export Animations
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      15. 7) Root Motion
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      17. 8) Animation Events
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      19. 9) Pose Mirroring
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      1. 1) Importing Animations
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      3. 2) Inverse Kinematics
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      5. 3) Child-Of Constraint
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      7. 4) Custom Properties
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      9. 5) IK Pinning
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      1. 1) Our First Animation
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      3. 2) Editing Animations
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      5. 3) Customizing an animation for a RPG
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      7. 4) Unity Timeline & Weighted Tangents
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      1. UMotion Tutorial
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  9. How to create better animations
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      1. File
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      3. Edit
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      5. Help
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    3. Preferences
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    5. Import / Export
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    7. FK to IK Conversion
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      1. Project Settings
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      3. Clip Settings
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    11. Animated Properties List
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    13. Root Motion
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    15. Rotation Modes
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      1. Dopesheet
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      3. Curves View
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    19. Playback Navigation
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    21. Layers
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        1. IK Setup Wizard
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        3. Mirror Mapping
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      3. Configuration
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      5. Display
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      1. Tools
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      3. Channels
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      5. Selection
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      7. Display
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      9. Animation
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      1. Inverse Kinematics
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      3. Child-Of
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      5. Custom Property
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    7. Options
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    9. Tool Assistant
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  15. Edit In Play Mode
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  17. Unity Timeline Integration
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  19. UMotion API
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  21. Exporting Animations FAQ
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  23. Support / FAQ
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  25. Release Notes
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  27. Known Issues
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  29. Credits
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Custom Property

The Custom Property makes it possible to add new properties to a joint/transform. It has 3 different operating modes:

Custom Properties appear in the Clip Editor's Animated Properties List and in the Pose Editor's Channels List. 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.

Multiple Custom Property Constraints can be added per joint/transform but the name must be unique within the same joint/transform.

Tip: Most settings of the Custom Property Constraint have the option to be mass applied. context click 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.

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Apply setting to all

Controller

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 FK/IK Blend properties should be controlled at the same time).

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.

The driven property is set to read only. It can't be manipulated with a Pose Editor Tool or in the Curves View of the Clip Editor.

Setup

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Custom Property Constraint - Controller Setup

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UI ElementDescription
NameThe name of the Custom Property.
DrivenA list of joint/transforms whose properties should be controlled by this Custom Property.
ChannelThe channel that should be controlled by the custom property. Only floating point channels are supported. The selected channel will be set in read-only mode in the driven joints/transforms.
ScalingEnables/Disables scaling of the Custom Property input value.
Constrain InputEnables/Disables limiting of the Custom Property input value.
Input Min/MaxOnly visible when Scaling or Constrain Input is enabled. Defines the input range of the Custom Property (i.e. the driver). If Constrain Input is enabled, the limits can't be exceeded. If Scaling is enabled, those values are used for scaling (the Driver min value will map to the Driven min value etc.).
Driven Min/MaxOnly visible when Scaling is enabled. Defines to which values the Custom Property input values should be scaled to when being applied to the driven property.

Component Property

In this operating mode a Custom Property is used to animate a property of a component (MonoBehaviour) of the animated GameObject.

Typical use cases are:

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  • Animating Blend Shape weights (e.g. for animating facial expressions)
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  • Animating the collider size (e.g. reducing the height while crouching)
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  • Animating a Light component's intensity property for a gun fire animation
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  • ...
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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.

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.

Blend Shapes

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).

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 / " as property and your done.

Setup

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Custom Property Constraint - Component Property Setup

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UI ElementDescription
NameThe name of the Custom Property.
ObjectThe object that holds the component of which a property should be animated.
PropertySelect the property that should be animated by clicking on the "..." button. A context menu displays all components and all properties that can be animated. Blend shapes can be found under the "Skinned Mesh Renderer" component.
PreviewWhen enabled the value of the animated component property is written in Pose Mode. This makes it possible to preview the changes inside UMotion. Changes are reverted when the animated GameObject is not controlled by the Pose Editor anymore (clear was pressed).
Constrain InputEnables/Disables limiting of the Custom Property input value.
Input Min/MaxOnly visible when Constrain Input is enabled. Defines the input range of the Custom Property.

Animator Parameter

In this operating mode a Custom Property is used to animate the value of a Parameter of an Animator Controller. This is similar as if an animation curve is added in the model import settings (see Animation Curves on Imported Clips - Unity Manual).

Setup

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Custom Property Constraint - Animator Parameter Setup

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UI ElementDescription
NameThe name of the Custom Property.
Constrain InputEnables/Disables limiting of the Custom Property input value. When enabled, the Custom Property is displayed with a slider in the Channels panel.
Input Min/MaxOnly visible when Constrain Input is enabled. Defines the input range of the Custom Property.

Tip: Boolean Curves

If the Custom Property constraint is used as a Component Property or Animator Parameter 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.

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Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

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