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/Options.html | 305 +++++++++++++++++++++ 1 file changed, 305 insertions(+) create mode 100644 Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Options.html (limited to 'Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Options.html') diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Options.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Options.html new file mode 100644 index 00000000..ab6be3ea --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Options.html @@ -0,0 +1,305 @@ + + + + + + UMotion Manual - Options + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Options

Visuals

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.

+

Options - Visuals

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
Stick/Wire DeselectedColor of deselected bones/transforms in the stick and wire rendering mode.
IK DeselectedColor of deselected bones/transforms that are affected by an Inverse Kinematics Constraint. Visible in every rendering mode but only in the inverse kinematics rig layer.
SelectedColor of selected bones/transforms used in every rendering mode.
IK SelectedColor of selected bones/transforms that are affected by an Inverse Kinematics Constraint. Visible in every rendering mode but only in the inverse kinematics rig layer.
ModifiedColor of bones/transforms that are not selected and have unapplied modifications in one or multiple properties. Visible in every rendering mode.
Bone NameColor of bone/transform names displayed in the Scene View. Visible in every rendering mode.
Bone SizeThe visualization size of all bones in solid/wireframe rendering mode.
Stick SizeThe visualization size of all bones in stick rendering mode.
Transform SizeThe visualization size of all transforms in solid/stick rendering mode.
Use DefaultsResets all visualization settings to its default values.

Extending UMotion Professional

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. +
Components that are higher in the GameObject's hierarchy are called first.

+

Options - Extending UMotion

+ + + + + + + + + + + + +
UI ElementDescription
Callback NameThe name of the method that should be invoked by UMotion. The method must be declared as non-static and can be public, protected or private. The return type has to be "void" and the method must not have parameters. Derived methods are only called if they are public or protected. +
+
C# Example: +
private void MyUMotionCallback() { Debug.Log("Hello World!"); } +
+
The method is called no matter if the ExecuteInEditMode attribute is used but the GameObject needs to be active and the Component needs to be enabled. Please note that no other methods are invoked (like Awake(), OnEnable(), Update()...).
Bake Into Exported ClipWhen enabled, the callback method is also called during the export process for every frame of the animation clip. That way the result of the components that extend UMotion's functionality are baked into the animation clip. +
Baking custom functionality into the animation clip reduces CPU load during runtime (if the components are removed from the GameObject). +
+
This functionality is only available in projects of type Humanoid.

Tip

The Custom Property Constraint in "Component Property" mode can be used to animate input properties of the components used to extend UMotion's functionality.

Integrating Final IK

If you want to use Final IK 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.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

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