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 --- .../UMotion/UMotionEditor/Manual/pages/Tools.html | 302 +++++++++++++++++++++ 1 file changed, 302 insertions(+) create mode 100644 Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Tools.html (limited to 'Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Tools.html') diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Tools.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Tools.html new file mode 100644 index 00000000..967b03e6 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Tools.html @@ -0,0 +1,302 @@ + + + + + + UMotion Manual - Tools + + + + + +
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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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  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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      1. Dopesheet
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      3. Curves View
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    19. Playback Navigation
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    21. Layers
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        1. IK Setup Wizard
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        3. Mirror Mapping
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      3. Configuration
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      5. Display
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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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Tools

The tools are used to modify the bones/transforms of the animated GameObject in the Scene View to create the different poses required for the animation.

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Pose Mode - Tools

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UI ElementDescription
PivotThe pivot mode changes the orientation of the move, rotate and scale tool. It can either be aligned to the global coordinate system of the scene or the local coordinate system of the current selected joint/transform.
Select ToolThe select tool allows selecting joints/transforms. Selecting is also possible with every other tool, but the select tool displays no tool handle. This is useful as the tool handle often occludes the joint/transform that should be selected. To select a joint/transform it needs to be clicked with the left mouse button. +
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When holding CONTROL while clicking, previous selected joints/transform stay selected. +
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When holding SHIFT while clicking all children of the clicked joint/transform are selected.
Move ToolWith the move tool the position of a joint/transform can be changed. +
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SHIFT enables the free move mode where movement can be performed freely in all 3 dimensions. +
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Joints (bones) are usually not modified with this tool.
Rotate Tool + With the rotate tool the orientation of a joint/transform can be changed. +
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Tip: When child bones are selected, they are also rotated. This is very useful for animating a tail. +
Scale ToolWith the scale tool the local scale of a joint/transform can be changed. The scale tool only supports the local pivot mode. +
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Joints (bones) are usually not modified with this tool.
Mirror EditingWhen enabled, every editing action is automatically copied to the other side. It uses the Mirror Mapping to define which bone/transform maps to which bone/transform on the other side (e.g. "Left Hand" maps to "Right Hand").
Set FK to IKBones/transforms selected in the FK rig layer will be oriented the same way as they are in the IK rig layer.
Set IK to FKSets the current selected IK handle to the position/rotation its IK target has in the FK rig layer.
Copy to Other SideCopies the properties of the selected bones/transforms to their equivalents on the other side. It uses the Mirror Mapping to define which bone maps to which bone on the other side (e.g. "Left Hand" maps to "Right Hand"). +

+ Tip: When bones/transforms on both sides are selected, their poses are "swapped" with the appropriate pose on the other side. This affectively mirrors the pose of the selected bones/transforms. Select all bones/transforms to mirror the complete pose.
Apply Reference PoseApplies the configured Reference Pose to the selected bones/transforms. If the current layer is "additive" the position/rotation/scale values are set to 0 instead.
Reset ModificationsResets the modifications of the selected joint/transform. A context menu to choose which properties of the selected joints/transforms should be reset is shown. Modified bones are displayed in red (unless the color was changed in the Options).

Important: If bones/transforms don't mirror correctly to the other side using Mirror Editing or Copy to Other Side, you should check the mirror mapping entries for those bones.

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Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

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