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/RootMotion.html | 480 ++++++++++----------- 1 file changed, 240 insertions(+), 240 deletions(-) (limited to 'Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html') diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html index 74037c36..2946997e 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html @@ -1,234 +1,234 @@ - - - - - - UMotion Manual - Root Motion - - - - - -
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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
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  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
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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
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      3. 2) Editing Animations
      4. - -
      5. 3) Customizing an animation for a RPG
      6. - -
      7. 4) Unity Timeline & Weighted Tangents
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    6. - -
    7. - -
        -
      1. UMotion Tutorial
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    8. -
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  8. - -
  9. How to create better animations
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    1. - -
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      1. File
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      3. Edit
      4. - -
      5. Help
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    2. - -
    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
      2. - -
      3. Clip Settings
      4. -
      -
    10. - -
    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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  12. - -
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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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    2. - -
    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
      8. - -
      9. Animation
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      -
    4. - -
    5. - -
        -
      1. Inverse Kinematics
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      3. Child-Of
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      5. Custom Property
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    6. - -
    7. Options
    8. - -
    9. Tool Assistant
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  14. - -
  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
  28. - -
  29. Credits
  30. - -
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+ + + + + + UMotion Manual - Root Motion + + + + + +
+ + +
+
+

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. + +
+
+
+
+

Root Motion

There are two types of animations:

  • In Place
  • Root Motion
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An In Place animation either doesn't move the animated character at all or it resets its position once the animation is finished. A Root Motion animation on the other hand applies motion relative to the world space. A walking animation would thus continue moving the character even when the animation loop restarts.

The following tutorial made by Unity explains the difference:

+

An In Place animation either doesn't move the animated character at all or it resets its position once the animation is finished. A Root Motion animation on the other hand applies motion relative to the world space. A walking animation would thus continue moving the character even when the animation loop restarts.

The following tutorial made by Unity explains the difference:

Unity Tutorial Video Explaining Root Motion

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

Humanoid Root Motion

A Humanoid project in UMotion always has root motion enabled by default for the hip bones. It is not possible to select a different bone.

Generic Root Motion

For Generic animations Root Motion needs to be enabled manually. Legacy Generic animations don't support Root Motion.

At first the following steps should be done to prepare the animated model for Root Motion:

  • Navigate to the model in Unity's Project window and select it. Make sure that the model is currently not used in the Pose Editor because otherwise selecting isn't possible. The inspector will now show the import settings for that model. @@ -236,13 +236,13 @@
  • Open the Rig tab and select the bone/transform that should be used to drive Root Motion as Root node. Use the same bone/transform that was used to drive Root Motion in the 3D modeling application. If there are existing animations in separate files (this is a common practice), also select the same Root node there. If there is no Root Motion animation for the model yet, you can choose a bone/transform that fit's best for your purpose. It makes sense to either use the topmost bone (commonly named "Root", "Armature" or "Bip001") or to select none. In the latter case, the GameObject's root will be used.

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    Model Import Settings - Rig

  • If you have existing animations that are driven by Root Motion, switch to the "Animations" tab in the import settings of that animation (if it is in a separate file). Then scroll down to Motion and select the same bone/transform there.

    - +

    Model Import Settings - Animations

  • @@ -253,13 +253,13 @@ Please note that Unity does not support Euler Rotation for generic root motion curves.

Using a Root Motion Animation

Once the animation is exported as *.anim file, it can be used together with a Unity Animator Controller. It's important that in the Animator Component of the GameObject that will use the animation Apply Root Motion is enabled. -

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Animator Component

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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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Animator Component

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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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