From fc6de82e75310b4c007d80753a5f58e6692f4855 Mon Sep 17 00:00:00 2001 From: chai Date: Tue, 13 Oct 2020 10:33:05 +0800 Subject: +misc --- .../Manual/pages/InverseKinematics.html | 478 ++++++++++----------- 1 file changed, 239 insertions(+), 239 deletions(-) (limited to 'Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html') diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html index f1d11ff3..c87e3218 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html @@ -1,236 +1,236 @@ - - - - - - UMotion Manual - Inverse Kinematics - - - - - -
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Version: 1.22p03

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- UMotion Manual -
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    - -
  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. -
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    2. - -
    3. - -
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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
      8. - -
      9. 5) IK Pinning
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    4. - -
    5. - -
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      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
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  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
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      -
    18. - -
    19. Playback Navigation
    20. - -
    21. Layers
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  12. - -
  13. - -
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    1. - -
        -
      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
      6. -
      -
    2. - -
    3. - -
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      1. Tools
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      3. Channels
      4. - -
      5. Selection
      6. - -
      7. Display
      8. - -
      9. Animation
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      -
    4. - -
    5. - -
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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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    6. - -
    7. Options
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    9. Tool Assistant
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  14. - -
  15. Edit In Play Mode
  16. - -
  17. Unity Timeline Integration
  18. - -
  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
  26. - -
  27. Known Issues
  28. - -
  29. Credits
  30. - -
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+ + + + + + UMotion Manual - Inverse Kinematics + + + + + +
+ + +
+
+

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. + +
+
+
+
+

Inverse Kinematics Professional

There are 2 approaches on how to modify the orientation of bones in UMotion.

  • 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.
  • 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.
  • -

Rig Layers

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:

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.

Explanation Of Terms

The IK handle 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.

The pole axis is the line between the start of the first bone in the IK chain to the start of the target bone.

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Inverse Kinematics - Naming Definitions

Inverse Kinematics Goal

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.

The IK solver used by the IK constraint is a Rotate Plane Solver. 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.

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Inverse Kinematics Plane

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.

The IK handle can't be a child of a joint/transform in its chain.

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.).

Only one Inverse Kinematics Constraint can be added per joint/transform.

IK Pinning

The Child-Of Constraint 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.

Setup

+

Rig Layers

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:

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.

Explanation Of Terms

The IK handle 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.

The pole axis is the line between the start of the first bone in the IK chain to the start of the target bone.

+

Inverse Kinematics - Naming Definitions

Inverse Kinematics Goal

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.

The IK solver used by the IK constraint is a Rotate Plane Solver. 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.

+

Inverse Kinematics Plane

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.

The IK handle can't be a child of a joint/transform in its chain.

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.).

Only one Inverse Kinematics Constraint can be added per joint/transform.

IK Pinning

The Child-Of Constraint 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.

Setup

Inverse Kinematics Constraint - Setup

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UI ElementPole Rotation This is only visible when no Pole target was selected. It controls the rotation around the pole axis in degrees.
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Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

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