From fc6de82e75310b4c007d80753a5f58e6692f4855 Mon Sep 17 00:00:00 2001 From: chai Date: Tue, 13 Oct 2020 10:33:05 +0800 Subject: +misc --- .../UMotionEditor/Manual/pages/Dopesheet.html | 476 ++++++++++----------- 1 file changed, 238 insertions(+), 238 deletions(-) (limited to 'Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Dopesheet.html') 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 @@ - - - - - - UMotion Manual - Dopesheet - - - - - -
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-

Version: 1.22p03

-
-
-
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- UMotion Manual -
- -
    - -
  1. UMotion Manual
  2. - -
  3. Introduction & Tips
  4. - -
  5. Getting Started
  6. - -
  7. - -
      -
    1. - -
        -
      1. Quick Start Tutorial
      2. - -
      3. 1) Installation & First Steps
      4. - -
      5. 2) Pose Editing
      6. - -
      7. 3) Clip Editor
      8. - -
      9. 4) Curves & Rotation Modes
      10. - -
      11. 5) Config Mode
      12. - -
      13. 6) Export Animations
      14. - -
      15. 7) Root Motion
      16. - -
      17. 8) Animation Events
      18. - -
      19. 9) Pose Mirroring
      20. -
      -
    2. - -
    3. - -
        -
      1. 1) Importing Animations
      2. - -
      3. 2) Inverse Kinematics
      4. - -
      5. 3) Child-Of Constraint
      6. - -
      7. 4) Custom Properties
      8. - -
      9. 5) IK Pinning
      10. -
      -
    4. - -
    5. - -
        -
      1. 1) Our First Animation
      2. - -
      3. 2) Editing Animations
      4. - -
      5. 3) Customizing an animation for a RPG
      6. - -
      7. 4) Unity Timeline & Weighted Tangents
      8. -
      -
    6. - -
    7. - -
        -
      1. UMotion Tutorial
      2. -
      -
    8. -
    -
  8. - -
  9. How to create better animations
  10. - -
  11. - -
      -
    1. - -
        -
      1. File
      2. - -
      3. Edit
      4. - -
      5. Help
      6. -
      -
    2. - -
    3. Preferences
    4. - -
    5. Import / Export
    6. - -
    7. FK to IK Conversion
    8. - -
    9. - -
        -
      1. Project Settings
      2. - -
      3. Clip Settings
      4. -
      -
    10. - -
    11. Animated Properties List
    12. - -
    13. Root Motion
    14. - -
    15. Rotation Modes
    16. - -
    17. - -
        -
      1. Dopesheet
      2. - -
      3. Curves View
      4. -
      -
    18. - -
    19. Playback Navigation
    20. - -
    21. Layers
    22. -
    -
  12. - -
  13. - -
      -
    1. - -
        -
      1. - -
          -
        1. IK Setup Wizard
        2. - -
        3. Mirror Mapping
        4. -
        -
      2. - -
      3. Configuration
      4. - -
      5. Display
      6. -
      -
    2. - -
    3. - -
        -
      1. Tools
      2. - -
      3. Channels
      4. - -
      5. Selection
      6. - -
      7. Display
      8. - -
      9. Animation
      10. -
      -
    4. - -
    5. - -
        -
      1. Inverse Kinematics
      2. - -
      3. Child-Of
      4. - -
      5. Custom Property
      6. -
      -
    6. - -
    7. Options
    8. - -
    9. Tool Assistant
    10. -
    -
  14. - -
  15. Edit In Play Mode
  16. - -
  17. Unity Timeline Integration
  18. - -
  19. UMotion API
  20. - -
  21. Exporting Animations FAQ
  22. - -
  23. Support / FAQ
  24. - -
  25. Release Notes
  26. - -
  27. Known Issues
  28. - -
  29. Credits
  30. - -
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Dopesheet

The Dopesheet is split into two sections. The upper section is used by the Animation Events and by the Master Keys. The lower and bigger section shows the keys of every Animated Property.

+ + + + + + UMotion Manual - Dopesheet + + + + + +
+ + +
+
+

Version: 1.22p03

+
+
+
+
+ UMotion Manual +
+ +
    + +
  1. UMotion Manual
  2. + +
  3. Introduction & Tips
  4. + +
  5. Getting Started
  6. + +
  7. + +
      +
    1. + +
        +
      1. Quick Start Tutorial
      2. + +
      3. 1) Installation & First Steps
      4. + +
      5. 2) Pose Editing
      6. + +
      7. 3) Clip Editor
      8. + +
      9. 4) Curves & Rotation Modes
      10. + +
      11. 5) Config Mode
      12. + +
      13. 6) Export Animations
      14. + +
      15. 7) Root Motion
      16. + +
      17. 8) Animation Events
      18. + +
      19. 9) Pose Mirroring
      20. +
      +
    2. + +
    3. + +
        +
      1. 1) Importing Animations
      2. + +
      3. 2) Inverse Kinematics
      4. + +
      5. 3) Child-Of Constraint
      6. + +
      7. 4) Custom Properties
      8. + +
      9. 5) IK Pinning
      10. +
      +
    4. + +
    5. + +
        +
      1. 1) Our First Animation
      2. + +
      3. 2) Editing Animations
      4. + +
      5. 3) Customizing an animation for a RPG
      6. + +
      7. 4) Unity Timeline & Weighted Tangents
      8. +
      +
    6. + +
    7. + +
        +
      1. UMotion Tutorial
      2. +
      +
    8. +
    +
  8. + +
  9. How to create better animations
  10. + +
  11. + +
      +
    1. + +
        +
      1. File
      2. + +
      3. Edit
      4. + +
      5. Help
      6. +
      +
    2. + +
    3. Preferences
    4. + +
    5. Import / Export
    6. + +
    7. FK to IK Conversion
    8. + +
    9. + +
        +
      1. Project Settings
      2. + +
      3. Clip Settings
      4. +
      +
    10. + +
    11. Animated Properties List
    12. + +
    13. Root Motion
    14. + +
    15. Rotation Modes
    16. + +
    17. + +
        +
      1. Dopesheet
      2. + +
      3. Curves View
      4. +
      +
    18. + +
    19. Playback Navigation
    20. + +
    21. Layers
    22. +
    +
  12. + +
  13. + +
      +
    1. + +
        +
      1. + +
          +
        1. IK Setup Wizard
        2. + +
        3. Mirror Mapping
        4. +
        +
      2. + +
      3. Configuration
      4. + +
      5. Display
      6. +
      +
    2. + +
    3. + +
        +
      1. Tools
      2. + +
      3. Channels
      4. + +
      5. Selection
      6. + +
      7. Display
      8. + +
      9. Animation
      10. +
      +
    4. + +
    5. + +
        +
      1. Inverse Kinematics
      2. + +
      3. Child-Of
      4. + +
      5. Custom Property
      6. +
      +
    6. + +
    7. Options
    8. + +
    9. Tool Assistant
    10. +
    +
  14. + +
  15. Edit In Play Mode
  16. + +
  17. Unity Timeline Integration
  18. + +
  19. UMotion API
  20. + +
  21. Exporting Animations FAQ
  22. + +
  23. Support / FAQ
  24. + +
  25. Release Notes
  26. + +
  27. Known Issues
  28. + +
  29. Credits
  30. + +
+
+
+
+
+

Dopesheet

The Dopesheet is split into two sections. The upper section is used by the Animation Events and by the Master Keys. The lower and bigger section shows the keys of every Animated Property.

Dopesheet

Animation Events

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.

  • 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 SendMessage style mechanism to all components of the animated GameObjects (see Unity Manual - Animation Events).
  • 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.
  • 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.
  • -

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).

+

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).

Animation Events Dialog

@@ -260,12 +260,12 @@ -
UI ElementAdd New Adds an additional function to the animation event.

Master Keys

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.

Keys Per Animated Property

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.

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.

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.

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Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

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Unity Forum Thread | Facebook | Twitter | Youtube

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- - +

Master Keys

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.

Keys Per Animated Property

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.

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.

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.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + -- cgit v1.1-26-g67d0