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/ImportExport.html | 396 +++++++++++++++++++++ 1 file changed, 396 insertions(+) create mode 100644 Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ImportExport.html (limited to 'Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ImportExport.html') diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ImportExport.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ImportExport.html new file mode 100644 index 00000000..63cd1fc0 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ImportExport.html @@ -0,0 +1,396 @@ + + + + + + UMotion Manual - Import / Export + + + + + +
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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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    8. +
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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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    17. + +
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      1. Dopesheet
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      3. Curves View
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    18. + +
    19. Playback Navigation
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    21. Layers
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    1. + +
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      1. + +
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        1. IK Setup Wizard
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        3. Mirror Mapping
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      2. + +
      3. Configuration
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      5. Display
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    3. + +
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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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Import / Export

Exporting

UMotion can export animation clips in Unity's proprietary *.anim file format or as *.fbx files. Before exporting animation clips, the exporter needs to be configured (see Export Settings).

Important: If you have problems with your exported animations, take a look at the Exporting Animations FAQ.

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Feature*.anim*.fbx
Bone/Transform AnimationsYesYes
Animation EventsYesYes - Stored in Unity's asset import settings. +
Custom Animator Curves
(Custom Property - Animator Parameter)
YesYes - Stored in Unity's asset import settings. +
Curves for any Component Properties
(e.g. Blend Shapes, Light Intensity,...)
YesNo
Supported by 3rd PartiesNoYes
Supports Animation CompressionNoYes
Supports QuaternionsYesAll curves are resampled to euler curves.
Supported FrameratesAny120, 100, 96, 72, 60, 50, 48, 30, 24
Requires UMotion ProNoYes
Supported Operating SystemWindows, Mac OS, LinuxWindows, Mac OS

In most cases exporting to *.fbx is the preferred choice. Please note that the *.fbx file format internally uses euler angles instead of quaternions. This can introduce Gimbal Lock in the exported animation clip even if in UMotion quaternion curves have been used.

UMotion offers two ways to export the animation clips of the current UMotion project:

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  • By clicking on File ➔ Export All Clips all clips of the opened UMotion project are exported.
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  • By clicking on File ➔ Export Current Clip only the current opened clip is exported (faster).
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Importing Professional

By clicking on File ➔ Import Clips the Import Clips Dialog is opened. It can be used to import existing animations into the current UMotion project.

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.

Tip: To add multiple files to the Import Clips Dialog, select the files in Unity's Project Window and drag & drop them into the list view.

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Import Clips Dialog

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UI ElementDescription
Add ClipsAdds animation clips to the import list. It's possible to select *.anim files, UMotion project files or any 3D model file format supported by Unity. If one of the latter 2 was selected, all animation clips found in that file will be added to the import list.
Select AllSelects all clips in the import list.
Deselect AllDeselects all clips in the import list.
Try Convert To ProgressiveWhen enabled, all rotation properties are converted to Progressive Quaternion Rotation if possible without any loss in quality.
Disable Animation CompressionSets the model import setting "Animation Compression" to "None" for clips that are imported from a 3D file format. This ensures that the clips are imported at highest quality. The original setting is restored after the import process has finished. +

+ This setting is enabled by default for new created UMotion projects of type humanoid. It is disabled for generic and legacy generic projects.
FK to IK ConversionAutomatically converts the imported clip to IK. Only available if IK chains are configured in this project. More information: FK to IK Conversion
Delete FK KeysWhen enabled, FK keys that have been converted to IK will be deleted.
Animator Foot IKOnly available when the current project is of type Humanoid. +
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When enabled, the Animator's (Unity Mecanim) Inverse Kinematics for Humanoid Feet is applied when importing. This ensures that the feet reach their original position which could not be the case when retargeting an animation to a character with different proportioned legs. +
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More information: Unity Blog - Humanoids (see Original hands and feet position)
Animator Hand IKOnly available when the current project is of type Humanoid. +
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When enabled, the Animator's (Unity Mecanim) Inverse Kinematics for Humanoid Hands is applied when importing. This ensures that hands reach their original rotation which could not be the case when retargeting an animation to a character with different proportioned arms. +
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More information: Unity Blog - Humanoids (see Original hands and feet position)
Keyframe ReductionThe keyframe reduction automatically removed redundant keys (= keys with equal values) from imported humanoid animation clips. This reduction can be set to "Lossy" or to "Lossless" (default). "Lossy", as the name implies, removes more keys but can produce visible jitter (usually noticeable on hands and feet).
AbortCloses the import dialog window without importing any animation clip.
ImportImports all animation clips selected in the list.

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.

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Importing Dialog

External Clip Import

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.

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.

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Importing LegacyImporting GenericImporting Humanoid
Legacy ProjectYesYesNo
Generic ProjectYesYesNo
Humanoid ProjectYesYesYes

UMotion Project Import

It is possible to import animation clips of other UMotion project files into the current project. It is even possible to e.g. import an animation clip of a humanoid project into a generic project or vice versa (see below).

In order for the UMotion project import to work correctly, the rig configurations need to be identical. This means that the rigs of the characters need to match and that the custom created joints/transforms and all constraints need to be configured in the same way.

Conversion between humanoid/generic

It is possible to convert between humanoid and generic as it is possible to import a humanoid project into a generic project and vice versa.

Example Workflow

In this example an UMotion project that contains animations for a character of type generic should be converted to humanoid:

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  • Duplicate the model of the character in Unity's project explorer.
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  • Select the duplicated model and in the Inspector, set the animation type to humanoid.
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  • Drag the duplicated model into the Scene View to create a new instance of it.
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  • Create a new UMotion project of type humanoid and assign the duplicated model to the Pose Editor.
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  • In the Clip Editor click on "File --> Import Clips".
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  • Click on "Add Clips" and select the UMotion project file that should be converted.
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  • Click on "Import".
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  • 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.
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Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

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