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 --- .../Manual/pages/AnimatedPropertiesList.html | 267 +++++ .../Manual/pages/AnimatedPropertiesList.html.meta | 7 + .../UMotionEditor/Manual/pages/Animation.html | 334 +++++++ .../UMotionEditor/Manual/pages/Animation.html.meta | 7 + .../UMotionEditor/Manual/pages/Channels.html | 271 +++++ .../UMotionEditor/Manual/pages/Channels.html.meta | 7 + .../UMotionEditor/Manual/pages/ChildOf.html | 267 +++++ .../UMotionEditor/Manual/pages/ChildOf.html.meta | 7 + .../UMotionEditor/Manual/pages/ClipEditor.html | 237 +++++ .../Manual/pages/ClipEditor.html.meta | 7 + .../UMotionEditor/Manual/pages/ClipSettings.html | 274 ++++++ .../Manual/pages/ClipSettings.html.meta | 7 + .../UMotionEditor/Manual/pages/ConfigDisplay.html | 274 ++++++ .../Manual/pages/ConfigDisplay.html.meta | 7 + .../UMotionEditor/Manual/pages/ConfigMode.html | 238 +++++ 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.../UMotionEditor/Manual/pages/QuickStart.html | 240 +++++ .../Manual/pages/QuickStart.html.meta | 7 + .../UMotionEditor/Manual/pages/ReleaseNotes.html | 1034 ++++++++++++++++++++ .../Manual/pages/ReleaseNotes.html.meta | 7 + .../UMotionEditor/Manual/pages/RigHierarchy.html | 263 +++++ .../Manual/pages/RigHierarchy.html.meta | 7 + .../UMotionEditor/Manual/pages/RootMotion.html | 265 +++++ .../Manual/pages/RootMotion.html.meta | 7 + .../UMotionEditor/Manual/pages/RotationModes.html | 261 +++++ .../Manual/pages/RotationModes.html.meta | 7 + .../UMotionEditor/Manual/pages/Selection.html | 276 ++++++ .../UMotionEditor/Manual/pages/Selection.html.meta | 7 + .../UMotionEditor/Manual/pages/Support.html | 247 +++++ .../UMotionEditor/Manual/pages/Support.html.meta | 7 + .../UMotionEditor/Manual/pages/ToolAssistant.html | 272 +++++ .../Manual/pages/ToolAssistant.html.meta | 7 + .../UMotion/UMotionEditor/Manual/pages/Tools.html | 302 ++++++ .../UMotionEditor/Manual/pages/Tools.html.meta | 7 + .../UMotionEditor/Manual/pages/UMotionAPI.html | 339 +++++++ .../Manual/pages/UMotionAPI.html.meta | 7 + .../Manual/pages/UnityTimelineIntegration.html | 256 +++++ .../pages/UnityTimelineIntegration.html.meta | 7 + .../UMotionEditor/Manual/pages/VideoTutorials.html | 260 +++++ .../Manual/pages/VideoTutorials.html.meta | 7 + 148 files changed, 21079 insertions(+) create mode 100644 Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/AnimatedPropertiesList.html create mode 100644 Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/AnimatedPropertiesList.html.meta create mode 100644 Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Animation.html create mode 100644 Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Animation.html.meta create mode 100644 Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Channels.html create mode 100644 Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Channels.html.meta create mode 100644 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Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UnityTimelineIntegration.html.meta create mode 100644 Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/VideoTutorials.html create mode 100644 Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/VideoTutorials.html.meta (limited to 'Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages') diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/AnimatedPropertiesList.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/AnimatedPropertiesList.html new file mode 100644 index 00000000..d4dc6cd5 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/AnimatedPropertiesList.html @@ -0,0 +1,267 @@ + + + + + + UMotion Manual - Animated Properties List + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Animated Properties List

The Animated Properties List is located at the left side of the Clip Editor. The Animated Properties List shows all animated properties that are present in the current project rig configuration. Its vertical scroll bar is linked with the Dopesheet so that every line in the list can be traced to the Dopesheet to find the related keys.

+

Clip Editor - Animated Properties List

    +
  • The icon on the left of each animated property indicates the property type.
  • +
  • The icon is followed by the bone/transform name the animated property is related to and the type of the animated property which stands after the ':'.
  • +
  • The orange RM indicates that the animated property is driven by Root Motion.
  • +
  • Thru a context click on the property or by left clicking the gear icon the settings context menu is opened.
  • +
  • When holding Alt while left clicking on a property the appropriate bone/transform gets selected in the Scene View.
  • +

Context Menu

+

Animated Property Context Menu

+ + + + + + + + + + + + + + + + + + + + +
Menu ItemDescription
Root MotionEnables/disables root motion for the animated property (only available for position and rotation properties, more information below).
Rotation ModeSelects the Rotation Mode for the animated property (only available for rotation properties). If multiple animated properties are selected, this will affect all rotation properties in the selection.
Select all KeysSelects keys of the animated property in the Dopesheet/Curves view.
Select in SceneSelects the appropriate bone/transform in the Scene View.

Warning Icon

If an animated property is not available in the current selected animated GameObject it is displayed in yellow together with a warning icon.

+

Missing Animated Property

Animated Properties List Footer

The footer of the Animated Properties List displays summary information of the current animation clip.

+

Footer

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

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+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/AnimatedPropertiesList.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/AnimatedPropertiesList.html.meta new file mode 100644 index 00000000..bb24f901 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/AnimatedPropertiesList.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e5ae71e0e3c96944aab8850da3681959 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Animation.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Animation.html new file mode 100644 index 00000000..a00e5838 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Animation.html @@ -0,0 +1,334 @@ + + + + + + UMotion Manual - Animation + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Animation

Tools for adding keys to the current animation clip.

+

Pose Mode - Animation

Key Selected

Creates keys for the selected joints/transforms at the current frame. When clicked, a context menu appears providing the following options:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Menu ItemDescription
Key All ModifiedKeys all properties of the selected joints/transforms that have modifications.
Key AllKeys all properties of the selected joints/transforms.
Key PositionKeys all position properties of the selected joints/transforms.
Key RotationKeys all rotation properties of the selected joints/transforms.
Key ScaleKeys all scale properties of the selected joints/transforms.
Key ConstraintsOnly visible if a selected joint/transform has a constraint applied.

Key Dialog

Opens a dialog window that shows a list of all animated properties with filtering options to choose which animated properties should be keyed.

+

Add Keys Dialog Window

Filter

When a filter is enabled (button is highlighted) the appropriate properties are visible in the list.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
FilterDescription
PositionWhen enabled position properties are visible in the list.
RotationWhen enabled rotation properties are visible in the list.
ScaleWhen enabled scale properties are visible in the list.
ConstraintWhen enabled properties of constraints are visible in the list.
Not ModifiedWhen enabled properties that don't have modifications are visible in the list.
Not KeyedWhen enabled properties that have no key in the current animation clip are visible in the list.

Buttons

+ + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
Select AllSelects every animated property currently visible in the list.
Deselect AllDeselects every animated property.
AbortCloses the dialog window without adding keys to the animation clip.
Add KeysAdds key for all selected animated properties to the animation clip at the current frame and closes the dialog window.

Auto Key

Auto key updates/creates keys automatically at the current frame when a property is changed. Changes can be made via the Pose Tools in the Scene View, by manipulating values directly in the Channels View or any other function that manipulates a properties current value.

There are 3 different auto key modes:

+ + + + + + + + + + + + + + + + +
ModeDescription
OffNo automatic keying. Keys need to be created and updated manually.
UpdateAutomatically updates the value of an existing key at the current frame.
GenerateAutomatically creates a new key or updates the value of an existing key at the current frame.
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Animation.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Animation.html.meta new file mode 100644 index 00000000..622c7fcc --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Animation.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e2f340e5da184a74b8049fcac31be3dd +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Channels.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Channels.html new file mode 100644 index 00000000..3ef17858 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Channels.html @@ -0,0 +1,271 @@ + + + + + + UMotion Manual - Channels + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Channels

The Channels List displays all channels of the current selected joints/transforms:

    +
  • Position channels
  • +
  • Rotation channels
  • +
  • Scale channels
  • +
  • Constraint channels
  • +
+

Pose Mode - Channels

By using the search box at the top it is possible to filter the channels of the selected joints/transforms by name. By clicking and dragging on the resize drag handle at the bottom, the size of the Channels view can be changed.

Channel values can be edited by using the input field or by clicking and dragging over the channel name. In some cases channels are read only (like if the rotation mode is Quaternion or Progressive Quaternion).

If a channel value is modified but not keyed, it is displayed with the modified color set in the Options (default: Red).

By right clicking on the channel name, a context menu appears with several options:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Menu ItemDescription
Reset ChannelResets the not keyed modification of the channel (e.g. localPosition.x).
Reset PropertyResets the not keyed modifications of every channel of the property (e.g. localPosition.x, localPosition.y and localPosition.z).
Key ChannelCreates a key for the channel that was clicked at the current frame (e.g. localPosition.x). This is only possible if Chain Neighbour Keys is disabled in the Project Settings.
Key PropertyCreates keys for every channel value of the property (e.g. localPosition.x, localPosition.y and localPosition.z).
Select Property in Clip EditorSelects the property in the Animated Properties List in the Clip Editor.
Select Property Keys in Clip EditorSelects the property and all keys at the current position of the frame cursor in the Clip Editor.
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Channels.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Channels.html.meta new file mode 100644 index 00000000..3dee1ecf --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Channels.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0c63dedd85d7bcd4f8cbd2ace93bde9b +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ChildOf.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ChildOf.html new file mode 100644 index 00000000..cc8a3503 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ChildOf.html @@ -0,0 +1,267 @@ + + + + + + UMotion Manual - Child-Of + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Child-Of Professional

With the Child-Of Constraint it is possible to change the parent of a joint/transform during an animation. This is useful for pick-up, throwing or gun reloading animations.

Please note, that due to the fact that Unity uses a Vector3 for scaling, it is technically not possible for the Child-Of constraint to correctly distort a joint/transform when the parent is scaled and the child is rotated. That's why the decision was made that the scale is never updated when the new parent's scale is changing.

Only one Child-Of Constraint can be added per joint/transform.

Dealing With Spaces

Whenever the parent of any object (joint or transform) is changed by using the Child-Of constraint, you need to remember that this will also change the space the object's local position and rotation values. Think of the "zero" local position/rotation. As it the local position/rotation values are relative to the parent the object will be in completely different world space position depending if the parent is changed.

When changing the parent within an animation (either by keying the Parent or the IK Pinning property) also the space of the object's position/rotation will change from this frame on. Thus it is necessary to key the object's new position and rotation values at the same frame. If this would not be done, the position/rotation values of the previous parent's space would be used within the new parent's space which would produce some incorrect results.

It is also necessary to create a key for the object's position/rotation in the previous parent's space one frame before the parent is changed. Without this key, the animation curve would gently interpolate from the last position/rotation key (which is in the previous parent's space) to the position/rotation keys in the new parent's space. This would result in values that are neither in the previous nor in the new parent's space.

+

Child-Of Changing Parent - 2 position/rotation keys are necessary

+

Child-Of Changing Parent - Position curve in different spaces

As you can see in the above screenshots without the key on frame 5, the curve would gently interpolate from frame 0 to frame 6. Between frame 5 and 6 the spaces are changed within one frame.

The good news is that UMotion automatically creates these keys whenever a new parent key is created. But it is in your responsibility to keep those keys up to date. That means that whenever you move or delete the parent key you need to move or delete the position/rotation keys accordingly.

Updating Position/Rotation Keys

When you want to update the position/rotation of the object at the frame where the parent was keyed (or one frame before) it is necessary to update also the keys that are in the other space accordingly. Therefore, right click on the Parent or IK Pinned property and click on Update Position and Rotation Keys. This will automatically update the corresponding position/rotation keys in the other space. If keys have been deleted they will be recreated. This context menu item is only available at the frame where the Parent or IK Pinned property has a key or one frame before.

+

Child-Of Parent Channel - Context Menu

When creating a parent key (that changes the current parent) and there are existing position/rotation keys at frames afterwards a dialog will automatically appear asking if the existing keys should be converted to be in the new parent's space.

Setup

+

Child-Of Constraint - Setup

+ + + + + + + + +
UI ElementDescription
IK Pinning ModeThe IK Pinning Mode can be enabled on the IK handle to extend the Inverse Kinematics Constraint with pinning functionality. In this mode the Parent property of the Child-Of constraint is replaced by an IK Pinning toggle (on/off) property (see below). +

+ When an IK handle is pinned its parent is changed to be the root GameObject thus making it stay at its current position even if other bones are moved. When not being pinned the regular parent of the IK handle is used. Thus it is recommended to use the parent bone of the IK chain as IK handle parent (e.g. for the "IK_Left_Hand" the parent should be "LeftShoulder" or for the "IK_Left_Foot" the parent should be the "Hips"). +

+ The IK Setup Wizard is automatically setting up the IK pinning. +

Animated Properties

+ + + + + + + + + + + + +
PropertyDescription
ParentSelects a new parent. If none is selected, its original parent is used.
IK PinnedThis property replaces the parent property when "IK Pinning Mode" was enabled. When an IK handle is pinned, it stays in position even if the rest of the model is moved. This is achieved by making the IK handle a child of the root GameObject.
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ChildOf.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ChildOf.html.meta new file mode 100644 index 00000000..1b18746b --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ChildOf.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2836548966fc6724db706db434d18fb5 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipEditor.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipEditor.html new file mode 100644 index 00000000..f6746e01 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipEditor.html @@ -0,0 +1,237 @@ + + + + + + UMotion Manual - Clip Editor + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Clip Editor

The Clip Editor is the main window of UMotion. It consists of the menu bar at the top, the Animated Property List on the left and the Dopesheet or Curve View (depending on the selected mode) on the right.

The Clip Editor can be used without the Pose Editor but in order to use the Pose Editor, the Clip Editor needs to exist in the current Unity Editor layout.

+

UMotion Clip Editor

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipEditor.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipEditor.html.meta new file mode 100644 index 00000000..09516bbd --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipEditor.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 37d1acc7251eeaa499968758c48d04e4 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipSettings.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipSettings.html new file mode 100644 index 00000000..25c21f61 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipSettings.html @@ -0,0 +1,274 @@ + + + + + + UMotion Manual - Clip Settings + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Clip Settings

+

Clip Settings Window

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
NameThe name of the clip.
FramerateThe current framerate in frames per second (default: 60). Changing the framerate does not adjust the keys/animation events. In order to maintain the same speed/duration of the animation clip, use the box tool (i.e. the blue bars next to selected keys/events in the dopesheet) to scale all keys/events accordingly (e.g. changing framerate from 30fps to 60fps means that the keys need to be scaled up by a factor of 2).
Clip LengthShows the total clip length in frames and seconds (read only).
Loop ClipWhen enabled, the exported clips loop flag will be set. This will loop the clip when added to an animator controller. Furthermore the auto/clamped auto tangent mode is changed in such a way, that the first and last key's tangent loop seamlessly.
Generate Root Motion CurvesWhen enabled, UMotion will generate the root motion curves for humanoid *.anim files directly instead of Unity. Use the settings below instead of the settings usually shown in the Inspector of the exported *.anim file. Not supported for projects of type generic or when exporting to *.FBX.
Root Transform Rotation - Bake Into PoseBakes the root motion rotation into the animation. That means that when the animation loops, the character's rotation will be reset to the starting rotation.
Root Transform Position (Y) - Bake Into PoseBakes the root motion y position into the animation. That means that when the animation loops, the character's y position will be reset to the starting value.
Root Transform Position (XZ) - Bake Into PoseBakes the root motion x and z position into the animation. That means that when the animation loops, the character's x and z position will be reset to the starting value.
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipSettings.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipSettings.html.meta new file mode 100644 index 00000000..db6e2ff9 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipSettings.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 35cf109f4e30c33429eaa74bcfdd3c74 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigDisplay.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigDisplay.html new file mode 100644 index 00000000..19dba1d3 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigDisplay.html @@ -0,0 +1,274 @@ + + + + + + UMotion Manual - Display + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Display

Settings for the visualization of the rig in the Scene View. Can be used to show and hide various things.

+

Config Mode - Display

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
Rig LayerShows/hides the rig layers. There are 2 rig layers: The Forward Kinematics rig layer and the Inverse Kinematics rig layer.
Bone StyleThe style in which bones and transforms are rendered. + +
    +
  • Solid will display bones and transforms with solid shapes.
  • +
  • Stick displays the bones as thin sticks.
  • +
  • Wireframe displays only the outlines of the solid shapes.
  • +
+ +
BonesShows/hides all bones in the Scene View.
TransformsShows/hides all transforms in the Scene View.
NamesShows/hides the names of all bones/transforms in the Scene View.
Tool AssistantShows/hides the Tool Assistant. The Tool Assistant is a small window displayed in the current selected Scene View. It provides additional information and input possibilities for the current selected tool.
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigDisplay.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigDisplay.html.meta new file mode 100644 index 00000000..c3813fbe --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigDisplay.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b4d00802a725e964baa2de293bb7903e +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigMode.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigMode.html new file mode 100644 index 00000000..0927a8c1 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigMode.html @@ -0,0 +1,238 @@ + + + + + + UMotion Manual - Config Mode + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Config Mode

The Config Mode is used to configure the animation rig of the current UMotion project. The animation rig is the "skeleton" of the animated GameObject. It consists of bones and +transforms.

Every bone has a joint at the start and at the end. Joints are often used in the same context as bones, as joints are just the end points of a bone.

+

Joints / Bones

Bones are usually created in a 3D modeling application. In order for the bones to manipulate the mesh (i.e. the shape) of a 3D model they are skinned. Skinning is also done in the 3D modeling application. It is the process where vertices of the mesh are applied to a bone to define which bone should deform which part of the mesh. Custom bones can be created in UMotion, but they can't be skinned.

Transforms on the other hand describe the position, rotation and scale of every other object in the animated GameObjects hierarchy. As transforms are not skinned they can only affect the whole mesh but not parts of it.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigMode.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigMode.html.meta new file mode 100644 index 00000000..f5b6ace2 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigMode.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 4dcd5ad864acf8147b0f47de407682c8 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Configuration.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Configuration.html new file mode 100644 index 00000000..ac3088fc --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Configuration.html @@ -0,0 +1,354 @@ + + + + + + UMotion Manual - Configuration + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Configuration

Reference Pose

The reference pose describes the initial pose that is applied to joints/transforms when no key frames are defined. It can also be used as reference pose by the Inverse Kinematics Constraint.

+

Config Mode - Reference Pose

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
PivotThe pivot mode changes the orientation of the move, rotate and scale tool. It can either by 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. +
+
When holding CONTROL while clicking, previous selected joints/transform stay selected. +
+
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. +
+
SHIFT enables the free move mode where movement can be performed freely in all 3 dimensions. +
+
Joints (bones) are usually not modified with this tool.
Rotate ToolWith the rotate tool the orientation of a joint/transform can be changed.
Scale ToolWith the scale tool the local scale of a joint/transform can be changed. The scale tool only supports the local pivot mode. +
+
Joints (bones) are usually not modified with this tool.
Apply Bind PoseThis will reset all bones to the pose in which they have been skinned in the 3D modeling application (usually the T-Pose). Transforms are not affected by this function.
Apply Scene PoseThis will reset all bones and transforms to the pose the animated GameObject had before it was applied to the Pose Editor.
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).
Clear Local/Global TransformsZeroes the local or global transforms of the selected joints/transforms depending on the selected pivot mode. A context menu will popup to choose which transform properties (position, rotation or scale) should be cleared.
Save Reference PoseSaves the current pose as reference pose. This saves all modifications.

Properties

This category allows modifying all properties of a joint/transform. Multi editing is supported (when multiple joints/transforms are selected).

+

Config Mode - Properties

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
NameThe name of the selected joint/transform. Can only be modified for custom joints/transforms. It is not allowed to have joints/transforms that are siblings in the hierarchy with the same name.
TypeThe type of the selected joint/transform. It can be changed from custom joint to custom transform or vice versa. Only possible for custom joints/transforms.
Visibility + The visibility of the selected bone/transform. +
    +
  • Show: The bone/transform is visible in the Scene View and in the Animated Properties List.
  • +
  • Hide: The bone/transform is invisible in the Scene View but is visible in the Animated Properties List. It can be selected via the Unity Hierarchy window and is editable with all tools.
  • +
  • Lock: The bone/transform is invisible in the Scene View and in the Animated Properties List. Constraints of that bone/transform are not executed but it can still be targeted by a constraint of a different bone/transform. All tools are locked for this bone/transform allowing no direct manipulation of its position, rotation or scale. If its position, rotation or scale is affected by a constraint of a different bone/transform the changes will also end up in the exported animation.
  • +
+ Generic bones that have a humanoid bone as child are always locked. This is due to the fact that Unity's animation system doesn't support animating generic bones that have a humanoid bone as child. Animating generic bones in humanoid projects is possible if they are "outside" of the humanoid skeleton e.g. a tail, a weapon etc. +
Shape + This option is only available for transforms. Defines the shape that is used to visualize a transform. +
    +
  • Solid: Draws the transform as solid cube with a croshair in its center.
  • +
  • Wire Cube: Draws the transform as wire cube. Default for IK handles created with the IK Setup Wizard.
  • +
  • Wire Sphere: Draws the transform as wire sphere. Default for IK pole targets created with the IK Setup Wizard.
  • +
+
SizeThe size of the bone/transform in the scene view.
ParentThe parent of the selected joint/transform. Can only be changed for custom joints/transforms.
Parent LinkThe style in which the connection to the joint's/transform's parent is visualized. +
    +
  • Solid: Only available for bones. Draws a solid bone.
  • +
  • Dashed: Draws a dashed line.
  • +
  • Hidden: Draws no connection.
  • +
+
PropertiesDefines which properties (rotation, position and scale) should be enabled for the selected generic joint/transform. If you remove the checkmark from a property, it won't be visible in the Clip Editor anymore and it won't be included in the exported animation. This is very useful to reduce the number of animated properties of generic characters in the Clip Editor. For humanoid bones, only the rotation property is supported. Please note that this setting affects all animation clips in the current UMotion project. +

Constraints

Constraints are components that add advanced functionality to joints/transforms.

+

Config Mode - Constraints

A joint/transform needs to be selected (either in the Rig Hierarchy or in the Scene View). By clicking on the Add Constraint button in the Constraints tab a context menu with all different constraints is shown. The clicked constraint will then be added to the selected joint/transform.

Constraints usually have properties that have to be setup in Config Mode and Animated Properties that are adjusted in Pose Mode. Setup properties are applied to all clips in the project whereby Animated Properties can be keyed in every clip just like position, rotation and scale properties.

Constraints are only executed in Pose Mode.

Tip: Holding Alt while clicking on constraint's foldout arrow folds/unfolds all constraints.

The various constraints are covered in an own chapter: Constraint System

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Configuration.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Configuration.html.meta new file mode 100644 index 00000000..f10aa27e --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Configuration.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d6ca41462e4893e428434c88605fe397 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Constraints.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Constraints.html new file mode 100644 index 00000000..e7721543 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Constraints.html @@ -0,0 +1,236 @@ + + + + + + UMotion Manual - Constraint System + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Constraint System

Constraints are powerful components which add advanced functionality to joints and transforms. Each component is described in its own sub-chapter.

Adding Constraints

Constraints can be added to any joint/transform in Config Mode (see Config Mode - Constraints)

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Constraints.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Constraints.html.meta new file mode 100644 index 00000000..477ff6d6 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Constraints.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 44ef73edaf3460d469ca56d473e379eb +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Credits.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Credits.html new file mode 100644 index 00000000..e55f10b3 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Credits.html @@ -0,0 +1,278 @@ + + + + + + UMotion Manual - Credits + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Credits

UMotion was brought to you by Peter Soxberger.





Special thanks to:

A project like this wouldn't be possible with the help of gifted people. I want to thank everybody who helped me making this software reality:

Sonny (aka Mecanim.Dev) Myette +

David Green (Beebyte) +

Pärtel Lange (Rootmotion) +

Christian Stacher +

Manuel (aka Malbers) Alberto Avila Solarana +

Richard (aka Uvavoo) Szydelko +

Michael (aka Mika_Do) Dohou +

+

LZF

Improved version to C# LibLZF Port: +
Copyright (c) 2010 Roman Atachiants +
+
Original CLZF Port: +
Copyright (c) 2005 Oren J. Maurice +
+
Original LibLZF Library & Algorithm: +
Copyright (c) 2000-2008 Marc Alexander Lehmann +
+
Redistribution and use in source and binary forms, with or without modifica- +
tion, are permitted provided that the following conditions are met: +
+
1. Redistributions of source code must retain the above copyright notice, +
this list of conditions and the following disclaimer. +
+
2. Redistributions in binary form must reproduce the above copyright +
notice, this list of conditions and the following disclaimer in the +
documentation and/or other materials provided with the distribution. +
+
3. The name of the author may not be used to endorse or promote products +
derived from this software without specific prior written permission. +
+
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED +
WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MER- +
CHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO +
EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPE- +
CIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, +
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; +
OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, +
WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTH- +
ERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED +
OF THE POSSIBILITY OF SUCH DAMAGE. +

Autodesk® FBX®

This software contains Autodesk® FBX® code developed by Autodesk, Inc. Copyright 2018 Autodesk, Inc. All rights, reserved. Such code is provided “as is” and Autodesk, Inc. disclaims any and all warranties, whether express or implied, including without limitation the implied warranties of merchantability, fitness for a particular purpose or non-infringement of third party rights. In no event shall Autodesk, Inc. be liable for any direct, indirect, incidental, special, exemplary, or consequential damages (including, but not limited to, procurement of substitute goods or services; loss of use, data, or profits; or business interruption) however caused and on any theory of liability, whether in contract, strict liability, or tort (including negligence or otherwise) arising in any way out of such code.

Eigen

This software is using Eigen, a lightweight C++ template library for linear algebra. The source code of Eigen is subject to the terms of the Mozilla Public Lisense v. 2.0. +
You can optian a copy of the MPL at: http://mozilla.org/MPL/2.0/. +
You can optain a copy of the Eigen source code at: http://eigen.tuxfamily.org/.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Credits.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Credits.html.meta new file mode 100644 index 00000000..b206dfa7 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Credits.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d46b8e3a923534a4ebef88e7babcd977 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Curves.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Curves.html new file mode 100644 index 00000000..bb352472 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Curves.html @@ -0,0 +1,242 @@ + + + + + + UMotion Manual - Curves View + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Curves View

+

Curves View with 2 selected properties

The Curves View displays the curves of a selected animated property. It is also possible to select multiple animated properties.

The selected animated properties automatically expand in the animated properties list showing all channels that are related to the specific property.

    +
  • The current value of each channel is displayed at the right side.
  • +
  • The color of the curve is displayed before the channel name.
  • +
  • By clicking the eye symbol, a channel can be shown/hidden in the Curves View.
  • +

Selected keys can be dragged making it possible to change the frame and value of a key. When holding SHIFT while dragging a key only the value is changed. When holding ALT while dragging only the key's frame is changed.

If the Chain Neighbor Keys option is selected in the Project Settings (enabled by default), the following operations are always executed for every key at the same frame of every channel: Dragging along the time/frame axis, copy, cut, paste, delete and insert.

If an animated property is set to Quaternion Interpolation the key's values can't be edited. It is possible to manipulate the tangents, but it's strongly recommended to keep the tangent mode the same for every channel at the same frame. Also the Free mode should not be used as it will produce unexpected rotations.

Depending on the current tangent mode of the key the tangent handle may be available. By clicking and dragging the white dot on the tangent handle, it is possible to manipulate the left/right tangent of the key. That way it is possible to for example smooth the movement between two keys.

+

Tangent Handle

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Curves.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Curves.html.meta new file mode 100644 index 00000000..9fb80cfb --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Curves.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 75169d967a56442458ec4f81c8914c8d +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html new file mode 100644 index 00000000..300208c4 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html @@ -0,0 +1,328 @@ + + + + + + UMotion Manual - Custom Property + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Custom Property

The Custom Property makes it possible to add new properties to a joint/transform. It has 3 different operating modes:

Custom Properties appear in the Clip Editor's Animated Properties List and in the Pose Editor's Channels List. They can be keyed like any other property. Custom Properties can be constrained, meaning that the input value can be limited to a minimum and maximum value. A constrained property is displayed with a slider in the Channels List.

Multiple Custom Property Constraints can be added per joint/transform but the name must be unique within the same joint/transform.

Tip: Most settings of the Custom Property Constraint have the option to be mass applied. context click on a setting to open a context menu that provides the option to mass apply the settings current value to all currently selected Custom Property Constraints.

+

Apply setting to all

Controller

In this operating mode a Custom Property is like a remote control. It can control one or multiple existing properties. This allows to give existing properties more speaking names and simplifies animating as multiple properties can be controlled at the same time (useful when e.g. all FK/IK Blend properties should be controlled at the same time).

By enabling scaling the Custom Property can have an input value of e.g. -1 ... 0 and scale it to -45 ... 45 for the driven property. Only predefined floating point value typed properties can be driven.

The driven property is set to read only. It can't be manipulated with a Pose Editor Tool or in the Curves View of the Clip Editor.

Setup

+

Custom Property Constraint - Controller Setup

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
NameThe name of the Custom Property.
DrivenA list of joint/transforms whose properties should be controlled by this Custom Property.
ChannelThe channel that should be controlled by the custom property. Only floating point channels are supported. The selected channel will be set in read-only mode in the driven joints/transforms.
ScalingEnables/Disables scaling of the Custom Property input value.
Constrain InputEnables/Disables limiting of the Custom Property input value.
Input Min/MaxOnly visible when Scaling or Constrain Input is enabled. Defines the input range of the Custom Property (i.e. the driver). If Constrain Input is enabled, the limits can't be exceeded. If Scaling is enabled, those values are used for scaling (the Driver min value will map to the Driven min value etc.).
Driven Min/MaxOnly visible when Scaling is enabled. Defines to which values the Custom Property input values should be scaled to when being applied to the driven property.

Component Property

In this operating mode a Custom Property is used to animate a property of a component (MonoBehaviour) of the animated GameObject.

Typical use cases are:

    +
  • Animating Blend Shape weights (e.g. for animating facial expressions)
  • +
  • Animating the collider size (e.g. reducing the height while crouching)
  • +
  • Animating a Light component's intensity property for a gun fire animation
  • +
  • ...
  • +

A property of a component (or a blend shape) can only be animated by a single Custom Property. The Custom Property can be attached to a completely different joint/transform than the component that should be animated.

Before importing animation clips that contain curves for blend shapes or component properties, a Custom Property for these properties needs to be configured. Curves where no related Custom Property can be found won't be imported.

Blend Shapes

When a new project is created and a Game Object is applied to the Pose Editor for the first time, UMotion can automatically create Custom Properties for all blend shapes of that GameObject (if the user accepts that in the appearing dialog window).

For existing projects it might be necessary to manually add blend shapes. Therefore add a new Custom Property constraint using the component Property mode to a desired joint/transform. As "Object" the transform that has the "Skinned Mesh Renderer" attached needs to be selected. Select "Skinned Mesh Renderer / Blend Shape / " as property and your done.

Setup

+

Custom Property Constraint - Component Property Setup

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
NameThe name of the Custom Property.
ObjectThe object that holds the component of which a property should be animated.
PropertySelect the property that should be animated by clicking on the "..." button. A context menu displays all components and all properties that can be animated. Blend shapes can be found under the "Skinned Mesh Renderer" component.
PreviewWhen enabled the value of the animated component property is written in Pose Mode. This makes it possible to preview the changes inside UMotion. Changes are reverted when the animated GameObject is not controlled by the Pose Editor anymore (clear was pressed).
Constrain InputEnables/Disables limiting of the Custom Property input value.
Input Min/MaxOnly visible when Constrain Input is enabled. Defines the input range of the Custom Property.

Animator Parameter

In this operating mode a Custom Property is used to animate the value of a Parameter of an Animator Controller. This is similar as if an animation curve is added in the model import settings (see Animation Curves on Imported Clips - Unity Manual).

Setup

+

Custom Property Constraint - Animator Parameter Setup

+ + + + + + + + + + + + + + + + +
UI ElementDescription
NameThe name of the Custom Property.
Constrain InputEnables/Disables limiting of the Custom Property input value. When enabled, the Custom Property is displayed with a slider in the Channels panel.
Input Min/MaxOnly visible when Constrain Input is enabled. Defines the input range of the Custom Property.

Tip: Boolean Curves

If the Custom Property constraint is used as a Component Property or Animator Parameter it can also be used for animating Boolean properties/parameters. The curve will be displayed like any other float curve inside UMotion. When applied to the property/parameter it is evaluated as "false" if the value equals 0 and "true" if it equals any non-zero value. For simplicity it is recommended to use 0 (= false) and 1 (= true) exclusively as key values inside UMotion. It's also recommended to use the tangent mode "Constant" for all keys of Boolean curves.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html.meta new file mode 100644 index 00000000..39f66544 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 4d2d2dab7c2ca8245a5ad219f71d70ba +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Dopesheet.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Dopesheet.html new file mode 100644 index 00000000..8114d0f1 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Dopesheet.html @@ -0,0 +1,271 @@ + + + + + + UMotion Manual - Dopesheet + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Dopesheet

The Dopesheet is split into two sections. The upper section is used by the Animation Events and by the Master Keys. The lower and bigger section shows the keys of every Animated Property.

+

Dopesheet

Animation Events

If there are animation events in the current clip they are displayed at the very top of the Dopesheet. They are also visible in the Curves View.

    +
  • Animation events are triggered when the animation playback time passes the frame of the animation event (only in game). For every function assigned to the animation event a call is sent via a SendMessage style mechanism to all components of the animated GameObjects (see Unity Manual - Animation Events).
  • +
  • Animation events are displayed with a flag icon and a number in it. The number indicates the number of functions applied to the animation event.
  • +
  • If a warning symbol appears next to the flag icon, there is a problem with one of the event functions. When the mouse hovers the flag icon a tooltip is displayed that provides a detailed error message.
  • +

By double clicking on the flag icon, a dialog window appears that allows editing the assigned event functions. There can only be one animation event per frame. If another animation event is dragged to the same frame, both animation events are merged into a single one (with multiple functions).

+

Animation Events Dialog

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
Removes the current function from the animation event. There has to be at least one function per animation event.
Function NameThe name of the function. By using the search button next to the input field, a search window is opened. All functions that have been found in the current Unity project scripts that could be used for animation events can be searched with it.
ParameterThe value that should be passed as function parameter. If parameter type is void, this field is disabled.
TypeAn event function can have zero or one parameter. Parameter types can be void (i.e. no parameter), int, float or string.
The icon is displayed if there is something not correct with this function. When moving the mouse over the icon, the tooltip provides additional information about the error.
Add NewAdds an additional function to the animation event.

Master Keys

The master keys are displayed above all other keys. At each frame where at least one key is present, a master key is drawn. If a master key is selected, all keys at this frame are selected. Any operation performed on the master key influences all keys at the same frame (e.g. dragging, copy, delete,...). Master keys are only shown in the Dopesheet.

Keys Per Animated Property

The main part shows all keys per animated property. Each line in the window corresponds to the animated property shown in the list to the left.

Keys are connected by a dark line. The line helps to identify if there is any key after the current one (especially useful when zoomed in). If multiple keys are selected, the line between those keys is highlighted.

Selected keys can be dragged to change the frame of the keys. The Dopesheet draws a key for an animated property if there is at least one key in any of its channels at the related frame. Manipulating a key in the Dopesheet will always manipulate all channel keys at the same frame. It is not possible to change a key's value in the Dopesheet.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Dopesheet.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Dopesheet.html.meta new file mode 100644 index 00000000..db22bc3a --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Dopesheet.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 5b38770a263904e40b12c2bb19a01879 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/DopesheetCurves.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/DopesheetCurves.html new file mode 100644 index 00000000..fc05467d --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/DopesheetCurves.html @@ -0,0 +1,390 @@ + + + + + + UMotion Manual - Dopesheet / Curves View + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Dopesheet / Curves View

Time Ruler

+

Time Ruler

The Timer Ruler units are frames. Units are labeled in the following format second:frame for example 1:20 stands for 1 second and 20 frames. When the framerate is 30 frames per second as in the screenshot above a new second starts after 30 frames (0:29 ➔ 1:00).

Time Ruler Navigation

    +
  • + The green arrow is the frame cursor. The animated GameObject always previews the animation pose of the current frame cursor position. +
  • +
  • + By left clicking somewhere on the Timer Ruler the frame cursor is set to this position. +
  • +
  • + By left clicking and dragging, the frame cursor can be dragged. The pose of the animated GameObject is updated accordingly. This can be used to preview the animation. When ESCAPE is pressed, dragging is aborted and the frame cursor is reverted to its original position. +
  • +
  • + When the frame cursor is changed but the current pose has not applied modifications, a dialog window is asking if the modifications should be discarded or if they should be kept for the new frame. +
  • +
  • + The white arrows indicate the preview playback start and end frame. By clicking the play button in the Playback Navigation the selected time span is played. This is just for preview and has no influence on the exported animation. If the playback end index is at the last frame of the animation, it will automatically stay at the end (when the last keys are moved or new keys are added etc.). +
  • +

Sync Button

This button can be used to synchronize the Clip Editor with Unity's Timeline/Animation Window (see Unity Timeline Integration).

General Controls

The following controls apply to both, the Dopesheet and the Curves View.

Zoom and Panning

    +
  • + By using the mouse wheel it is possible to zoom into the location where the mouse is currently pointing at. In Curves View, both axes are zoomed at the same time. +
  • +
  • + The slider in the upper right corner of the Clip Editor can be used to zoom only the time axis. +
  • +
  • + When holding CONTROL while operating the mouse wheel, only the time axis is zoomed (useful when in Curves View). +
  • +
  • + When holding SHIFT while operating the mouse wheel, only the y-axis is zoomed (this only works when in Curves View). When the mouse cursor is hovering the y-axis ruler in the Curves View, only the y-axis is zoomed even when CONTROL is not being pressed. +
  • +
  • + By click and dragging the end of the horizontal (or vertical when in Curves View) scroll bar, it is also possible to zoom in and out. +
  • +
  • + By pressing ALT + Left Mouse Button or the mouse wheel the Dopesheet and Curves View can be dragged. +
  • +

Selecting

    +
  • + Left click selects a key or event and clears the previous selection. +
  • +
  • + By left clicking and holding it is possible to make a rectangular selection. +
  • +
  • + When CONTROL is held while clicking on a key or event, it is added or removed from the selection (according to whether it was already selected or not). +
  • +
  • + When holding SHIFT while left clicking on a key or event, all keys or events in the same row starting with the closest and ending with the clicked will be selected. +
  • +

Context Menu

When performing a context click in the Dopesheet or Curves View, a context menu is shown.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Menu ItemDescription
Add Keys To All PropertiesThis menu item only shows up when the mouse was clicked in the Master Keys or Animation Events section (see Dopesheet View). It creates new keys for all animated properties at the current hovered frame. If there are already any key frames for an animated property, it will create a key that fits into the current curve. If there isn't any key for an animated property, it will key the configured Reference Pose.
Add KeysAdds new keys to all channels of the animated property and the frame the mouse is currently hovering. If there are already any key frames for the animated property, it will create keys for every channel that fit into the current curves. If there isn't any key for an animated property, it will key the configured Reference Pose.
Add EventAdds a new animation event at the frame the mouse is currently hovering.
DeleteDeletes the clicked or selected keys/events.
Edit KeyOnly available in Curves View if the curve isn't read only. Opens a small dialog window in the Curves View that can be used to edit the clicked or selected key(s) frame and value.
CutCopies the clicked or selected keys/events into the clipboard and deletes them.
CopyCopies the clicked or selected keys/events into the clipboard.
PastePastes the previously copied keys from the clipboard. Existing keys are overwritten, existing events are merged.
InsertInserts previously copied keys to the animation clip at the current selected frame. This will move existing keys.
ReverseInverts all selected keys along the time axis (so that they are played backwards).
Crop to PlaybackCrops the current animation clip to the selected playback area (i.e. the area between the white arrows in the time ruler). This affects all animation layers of the animation clip.
Broken TangentsSets or resets the clicked or selected keys Broken Tangents mode. Broken Tangents means that the left and right tangents are independent of each other. When tangents are broken, they can only be set to Free, Linear or Constant.
Left or Right Tangent/FreeSets the clicked or selected keys left or right tangent into Free mode. In this mode, the tangent can be freely adjusted using the tangent handle in the Curves View.
Left or Right Tangent/LinearSets the clicked or selected keys left or right tangent into Linear mode. In this mode, the tangent handle is not available in the Curves View. The tangents are always aligned in a straight line to the previous or following key.
Left or Right Tangent/ConstantSets the clicked or selected keys left or right tangent into Constant mode. In this mode, the tangent handle is not available in the Curves View. The curve retains a constant value between two keys. The value of the left key determines the value of the curve segment.
Both Tangents/WeightedAvailable in Unity 2018.1 and higher. Sets the clicked or selected keys left or right tangent into Weighted mode. The tangent handle's length can now be changed. The longer the handle the more weight (or influence) the tangent has on the resulting curve.
Both Tangents/Clamped AutoSets the clicked or selected keys left and right tangent into Clamped Auto mode. This is the default tangent mode. Broken tangents are automatically disabled. The tangents are automatically set to make the curve pass smoothly through the key. When editing the key’s frame or value, the tangents adjust to prevent the curve from “overshooting” the target value. The tangent handle is available in the Curves View, if it is used tangents are automatically set to Free. +
+
The tangents of the first and last key are calculated so that the movement smoothly accelerates/decelerates at the beginning/end. This is OK for animation clips that are played once but would cause a noticeable "seam" when the clip is played in a loop. Thus when looping is enalbed in the Playback Navigation the first and last key's tangents are calculated so that they blend seamlessly. The Playback Navigation settings only affect the animation preview inside UMotion. Use the loop setting in the Clip Settings to enable that behaviour for exported clips.
Both Tangents/AutoSets the clicked or selected keys left and right tangent into Auto mode. This mode is the legacy version of Clamped Auto. The tangents are also automatically set to make the curve pass smoothly through the key but "overshooting" is not prevented. +
+
The tangents of the first and last key are calculated so that the movement smoothly accelerates/decelerates at the beginning/end. This is OK for animation clips that are played once but would cause a noticeable "seam" when the clip is played in a loop. Thus when looping is enalbed in the Playback Navigation the first and last key's tangents are calculated so that they blend seamlessly. The Playback Navigation settings only affect the animation preview inside UMotion. Use the loop setting in the Clip Settings to enable that behaviour for exported clips.
Both Tangents/FreeSets the clicked or selected keys left and right tangent into Free mode. In this mode, the tangent can be freely adjusted using the tangent handle in the Curves View.
Both Tangents/Free FlatSets the clicked or selected keys left and right tangent into Free Flat mode. This mode is a special case of the Free mode, where both tangents are flat. The tangent handle is available in the Curves View. If it is used and tangents aren't flat anymore, tangents are automatically set to Free. This mode is enabled automatically, when the tangent mode was Free and the tangents have been manually edited to be flat.
Both Tangents/LinearSets the clicked or selected keys left and right tangent into Linear mode. This will automatically enable the broken tangents mode. The tangent handle is not available in the Curves View. The tangents are always aligned in a straight line to the previous or following key.
Both Tangents/ConstantSets the clicked or selected keys left and right tangent into Constant mode. This will automatically enable the Broken Tangents mode. The tangent handle is not available in the Curves View. The curve retains a constant value between two keys. The value of the left key determines the value of the curve segment.
Both Tangents/WeightedAvailable in Unity 2018.1 and higher. Sets the clicked or selected keys left and right tangent into Weighted mode. The tangent handle's length can now be changed. The longer the handle the more weight (or influence) the tangent has on the resulting curve.
Select and Set Frame CursorSelects the clicked key and moves the frame cursor to the key's position. Very useful for tweaking/polishing animations (especially when using this function's shortcut ALT + Left Mouse Button).
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/DopesheetCurves.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/DopesheetCurves.html.meta new file mode 100644 index 00000000..4f58e245 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/DopesheetCurves.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ed24f0a7a0b20af4cb7e376472f24f14 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/EditInPlayMode.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/EditInPlayMode.html new file mode 100644 index 00000000..46159d2b --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/EditInPlayMode.html @@ -0,0 +1,241 @@ + + + + + + UMotion Manual - Edit In Play Mode + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Edit In Play Mode

UMotion can be used during edit mode and during play mode. Editing animations during play mode has great advantages in most situations:

    +
  • As the animation can be tested in the same situation as it is going to be used, the number of iterations is greatly reduced.
  • +
  • It's easy to fine tune animations to make them fit perfectly into the game situation and the scene geometry.
  • +

To use UMotion during play mode, hit the Pause Button to pause the game.

UMotion can now be used like in edit mode by opening a project and selecting an animated GameObject from the current scene with the Pose Editor. This will modify the GameObject, but once Playing is continued, its original state is restored.

+

Play Mode Buttons

All changes done during play mode are stored in the UMotion project.

After the animation was edited in UMotion, it needs to be exported by clicking at File ➔ Export All Clips. This will automatically update the previously exported clips. The new clips will be immediately used in the current play session.

+

Export All Clips

To continue playing, click on the Pause Button again.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/EditInPlayMode.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/EditInPlayMode.html.meta new file mode 100644 index 00000000..024732df --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/EditInPlayMode.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e14bc83dd99d7e74a91fa09b4ecd23f2 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ExportingAnimationsFAQ.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ExportingAnimationsFAQ.html new file mode 100644 index 00000000..c236ad09 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ExportingAnimationsFAQ.html @@ -0,0 +1,327 @@ + + + + + + UMotion Manual - Exporting Animations FAQ + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Exporting Animations FAQ

Unity's animation system is a rather complex system that faces you with lots of configuration possibilities. Wrong settings/configurations can make animations exported from UMotion look differently to how they looked inside UMotion or even stop them from playing correctly. Check out the following most common issues and how to fix them:

Please contact the Support if none of the solutions work for you.

Exported humanoid *.fbx looks wrong

This usually happens when you exported an animation to *.fbx (e.g. the "IKPullupAnimation" animation from the examples) and configured the exported animation to humanoid. When playing the animation, it looks different to the original animation:

+

Exporting "IKPullupAnimation" to *.fbx

This happens when the humanoid avatar isn't configured correctly. There are several solutions:

    +
  • + Use the avatar of the original character: +
    +

    Inspector of the exported *.fbx

    + Depending on the original character's *.fbx this solution might not work (please choose a different one). +
  • +
  • + Use the Update Existing mode to export your animations into the character's original *.fbx (instead of exporting into separate *.fbx files). This will re-use the characters avatar. See Project Settings to learn more. +
    Don't use this solution if you extended your character with other models (e.g. weapons, equipment). +
  • +
  • + Use generic instead of humanoid if you need 100% accurate results. Learn more about humanoids shortcomings below: Differences/errors in humanoid animations +
  • +
  • + You can also manually correct the avatar configuration of your exported *.fbx files. This can introduce some small errors (depending on how well the T-Pose is configured, more on that later). Choose "Create From This Model" for the "Avatar Definition" setting. Click on Apply. Then click on "Configure" to open Unity's avatar configuration editor. +
    +

    Inspector of the exported *.fbx

    + + Make sure that all bones are mapped correctly and that your character is in a nice T-Pose. +
    +

    Unity's Avatar Editor

    + + Click on "Pose --> Enforce T-Pose" to automatically bring the character into T-Pose. Manually check if the character really is in a nice T-Pose: +
      +
    • The arms must be fully stretched and held horizontally (T-Shape)
    • +
    • The back of the hands should be pointing upwards, fingers should be stretched
    • +
    • The feet must be fully stretched and the feet pointing straight forward
    • +
    +
    You can use the rotate tool to manually correct the T-Pose. Once finished, click on "Apply" and on "Done". Now play the animation again. If there are still some errors, make sure to further improve your T-Pose. +

    + Tip: Export all your animation clips into the same *.fbx file to avoid configuring an avatar for reach animation clip (see Project Settings). +
  • +

Issues with root motion

When dealing with root motion, various issues can occur. Make sure to take a look at the root motion settings of the exported *.anim or *.fbx animation:

+

Settings in a *.anim Inspector

A description of these settings can be found here: Unity Manual - Clip Properties

Attention: The loop flag in the *.anim settings is overwritten by UMotion's "loop" setting (made in the Clip Settings).

When there is some unwanted root motion, make sure that the keys at the first and last frame of your animation's bone marked as "RM" (in the Animated Property List) has the same values. You can enable "bake into pose" in the Inspector of the exported clip (see image above) if you want to avoid that a root offset contributes to the root motion.

You can globally enable/disable root motion in your Animator Component ("Apply Root Motion").

Differences/errors in humanoid animations

Humanoid is Unity's approach to allow sharing animations between multiple characters. This is how it compares to "generic" and "legacy":

+ + + + + + + + + + + + + + + + + + + + +
HumanoidGenericLegacy
+ Animation Re-Targeting +
(= play animation on other humanoid characters) +
+ Animation plays only on characters with same bone hierarchy + + Animation plays only on characters with same bone hierarchy +
+ Reduced animation quality + + No quality loss + + No quality loss +
+ Re-targeting and mecanim state-machine consumes additional CPU power + + Mecanim state-machine adds additional CPU load + + Fastest CPU timing +

+The humanoid animation system abstracts the animation data in such a way, that it can be applied to any correctly configured humanoid (avatar). This abstraction can lead to a visible reduction in animation quality (i.e. reduced degree of freedom on some bones, foot/hand sliding, etc.). Small differences have to be accepted when working with humanoid. +

+Learn more about humanoid: Unity Blog - Mecanim Humanoids +

+Usually small errors are acceptable as they most probably won't be notiecable for players. But in cases you need 100% accuracy, use generic instead of humanoid. Consider using legacy in case you want to save some performance (e.g. on mobile). The Animation Converter can help you converting between the different animation formats. +

Exported *.fbx has noticable jitter

Jitter/wiggle/stutter can be introduced by animation compression. Select the *.fbx and open the "Animation" tab in the "Inspector". Set "Anim. Compression" to "None" or play with the "Position/Rotation/Scale Error" values.

IK pinned hand/foot jitter's in the exported animation

Fast paced animations that use IK pinning can show some wiggle/jitter on the pinned hand/foot. If you go through the exported animation frame by frame using the frame cursor in Unity's Animation Window you will notice that the animation was exported correctly and the hand/foot is perfectly stable. But as soon as you click on the play button (in the Animation Window), you can notice the jitter of the hand/feet again. This problem is introduced by the interpolation that is happening between key frames and is more noticable the more change there is between two keys. Increasing the framerate of the animation in the UMotion Clip Settings to something like 120 or even 180 fps (then exporting the animation clip again) will reduce the amount of interpolation error.

The exported *.anim file size is quite huge

Please take a look at this support answer for a detailed answer. +

+Long story short: The size a *.anim file has in a built game, is displayed in its inspector.

+

*.anim inspector shows clip size

The size it has on disk in your development environment is larger due to additional "editor only curves" and probably due to the animation being stored as text.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ExportingAnimationsFAQ.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ExportingAnimationsFAQ.html.meta new file mode 100644 index 00000000..c1ba555a --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ExportingAnimationsFAQ.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 41e5b019bb9fc5144a8d094550d7df15 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/FKtoIKConversion.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/FKtoIKConversion.html new file mode 100644 index 00000000..b519d285 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/FKtoIKConversion.html @@ -0,0 +1,242 @@ + + + + + + UMotion Manual - FK to IK Conversion + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

FK to IK Conversion Professional

This dialog allows to automatically create Inverse Kinematics keys that result in a similar animation as the respective Forward Kinematics keys. This is very useful for converting existing animations to IK. Animations that use IK instead of FK are usually easier to modify.

Please note that the FK to IK conversion can also be performed directly when importing animations (see Import).

The conversion works across every type of 3D model no matter if it's a human like character, a robot, a spider,... Before the conversion can take place, Inverse Kinematics needs to be setup

+

FK to IK Conversion Dialog

The dialog lists every IK handle that is setup in the animated GameObjects rig (see IK Setup Wizard). Select the IK handles that should be converted. The converter will automatically create keys for the IK handle to imitate the animation defined by the FK keys. Please note that the converted IK animation can slightly differ from the original FK animation.

Attention: If the current animation already has keys for the IK handles that should be converted, those keys will be automatically removed.

Delete FK Keys: When this option is enabled, the FK keys that have been converted to IK will be deleted. IK handles that use "FK Pose" as reference need their FK keys to function properly thus those FK keys will not be deleted.

Improving Conversion Accuracy

When using IK it is usually not possible to rotate single bones in the chain around their own axis (= twist/roll rotations). Meaning that it is possible to the whole IK chain around the pole axis (using either the pole rotation property or the pole handle) but it is not possible to rotate only a certain bone around its own axis. Thus, if the animation that is converted to IK contains such rotations for bones that are within the IK chain, this rotation usually won't make it into the resulting IK animation. This can lead to visible differences. There are 2 ways to compensate that:

    +
  • Setting the Reference of the IK constraint to FK Pose. That way, the "twist" rotations are taken over from the FK pose. The downside of this method is, that in order for this to work the FK keys can't be removed from the clip after conversion as they are still needed. Furthermore the tight coupling of the FK pose with the IK pose makes it harder to edit the animation.
  • +
  • By default the Target Rotation of the IK constraint is set to FK Rig. Let's assume we have an arm controlled via IK and the hand is the IK target. Using this rotation mode will use the local rotation the hand has in the FK rig and copy it to the IK rig. Thus if the forearm has a slightly different rotation (because of the missing twist rotation) this will result in a different global rotation of the hand. +
    + For poses where it is necessary that the global target rotation stays exactly the same as in the original FK pose (e.g. when a hand is holding a gun) it is recommended to set the the Target Rotation of the IK constraint to IK Handle. This will ensure that the global rotation of the IK target (e.g. the hand) will be exactly the same as it was in the FK animation even though the rest of the IK chain has slightly different rotations.
  • +

More information: IK Constraint - Setup

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/FKtoIKConversion.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/FKtoIKConversion.html.meta new file mode 100644 index 00000000..50f30150 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/FKtoIKConversion.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b2099bf542103564c9d3557910d3fc76 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GeneralTutorials.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GeneralTutorials.html new file mode 100644 index 00000000..08ddca64 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GeneralTutorials.html @@ -0,0 +1,236 @@ + + + + + + UMotion Manual - General + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

General Tutorials

General video tutorials explaining all features that are available to UMotion Community and UMotion Professional users. The features that are exlusive to UMotion Professional are covered in a different playlist: Professional Exclusive

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GeneralTutorials.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GeneralTutorials.html.meta new file mode 100644 index 00000000..f5de083d --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GeneralTutorials.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ab36621a7474b9744959c5dc19882fd6 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GettingStarted.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GettingStarted.html new file mode 100644 index 00000000..4334eb7c --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GettingStarted.html @@ -0,0 +1,253 @@ + + + + + + UMotion Manual - Getting Started + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Getting Started

Installing UMotion

Congratulations! When you can read this, you've already successfully downloaded the UMotion package from the Unity Asset Store and have imported it into your project.

Imported Folders

When UMotion was imported into your project, two folders have been created in the Assets directory:

    +
  • + UMotion Editor +
    This folder contains everything UMotion needs to function properly. You can move the UMotionEditor folder anywhere in your project. UMotion resources are not added to your built game and thus won't increase your build size. +
  • +
  • + UMotion Examples +
    This folder contains an example scene with example animations. When using UMotion the first time, it's recommended to take a look at the examples. If you don't need them you can delete the whole folder. +
  • +

Uninstalling

To remove UMotion from your project, remove both folders mentioned above.

Be careful, there may be other resources in Editor Default Resources used by other Editor Extensions.

Starting UMotion

Setup Your Workspace

Two new editor windows have been automatically added in Unity's Menu Bar.

+

Unity Menu Bar - Window

Click on Windows ➔ UMotion Editor ➔ Clip Editor. The Clip Editor will appear on your screen. You can now dock the window anywhere in your Unity Editor Layout. A useful position is usually at the bottom where the Project and Console Window is located in the default layout.

Once you've docked the Clip Editor, open the second window by clicking on Windows ➔ UMotion Editor ➔ Pose Editor. The window can also be docked where it fits best for you. A preferred position is usually at the right hand side where the Inspector is located in the default layout.

+

A typical editor layout when using UMotion

In Unity it is possible to define and save custom editor layouts. If you want, you can create a custom layout to be used when creating animations. You can switch between editor layouts depending on the current work you are doing in the editor. Editor layouts can be created, saved and changed by using the "Layout" button in the upper right corner of the Unity editor. More information regarding custom editor layouts can be found here: Unity Manual - Customize Your Workspace

You may want to add the Animator window (Windows ➔ Animator) or multiple Scene Views to that layout. You can add additional Scene Views by making a context click on the Scene View tab and clicking on Add Tab ➔ Scene View. It is possible to switch a Scene View from perspective into isometric mode by clicking on the Persp text under the Gizmo in the upper right corner of the Scene View. By clicking on one of the axis of the Gizmo, you can make the Scene View camera look exactly into the related direction. That way you can add Scene Views for top view, side view,... More information regarding the Scene View can be found here: Unity Manual - Scene View Navigation

+

Editor layout with multiple Scene Views

When animating something that is going to be used from a first person perspective, the Game View comes in handy. It can be used to preview the animation from the same perspective as it is going to be used (if the game camera is placed accordingly). All changes done in any of the Scene Views is automatically reflected in the Game View.

Creating A New Project

Once you setup your workspace, you can start creating animations. In the UMotion Clip Editor click on File ➔ New Project and select the type of animation you want to create. All three unity animation types are supported (Humanoid, Generic and Legacy).

+

Menu Bar - New Project

Choose the same animation type, as the one that is set in the import settings of the 3D model you want to animate. A file dialog will open prompting you to save the UMotion project. As the file extension *.asset can also be used by other editor extensions, it is recommended to choose a name or a directory whose name is somehow related to UMotion. The file has to be stored in the projects Assets folder or any of its sub-directories.

+

Save Project File Dialog

Select A GameObject

If the 3D model you want to animate isn't already present in the current scene, create a new instance of it by dragging it from Unity's Project window into the current scene. To start animating it, drag the instance of the 3D model from Unity's Hierarchy window to the field in the Pose Editor where it says Select a GameObject to animate. +A dialog window will popup indicating that the GameObject has bones and transforms that are not configured in the current project. Click on "Create Configuration" to add them to the project.

+

New Rig Detected - Dialog

And that's it. You are ready to start animating!

To continue learning, please check out the example scene located at Assets/UMotion Examples. Please follow the instructions of the 3D texts in the scene.

There are plenty of Video Tutorials available split into several chapters. Also make sure to read through this manual it provides even more detailed information.

+

The configuration is complete and the model is ready to be animated.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GettingStarted.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GettingStarted.html.meta new file mode 100644 index 00000000..38359f38 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GettingStarted.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 8de25eec8c9b65d458d9e02900131603 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/HowToCreateBetterAnimations.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/HowToCreateBetterAnimations.html new file mode 100644 index 00000000..23291ff4 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/HowToCreateBetterAnimations.html @@ -0,0 +1,236 @@ + + + + + + UMotion Manual - How to create better animations + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

How to create better animations

Animating is a creative process just like 3D modeling or painting. Even though UMotion is offering all the tools you need to create good looking animations you will need to practice in order to make your animations look appealing. It's easy to quickly create an animation but often the result will look unnatural. There are 3 common problems that make an animation look unrealistic:

1) There are poses in your animation that don't respect the anatomy of your character.

Make sure not to rotate joints in a direction which is not possible in the real world. In a simple example like a knee not being able to do rotations to the left or right it may seem obvious, but what if you are animating e.g. the hands of a character? What kind of joint limits does a thumb have? You should carefully think about that before you even touch the thumb with the rotation tool. Otherwise you may end up in a very unnatural looking pose.

2) The duration between two poses is slightly too short or too long.

The more frames there are between two poses, the longer/slower the animation will be in this section. A wrong duration between two poses will break the "flow" of the animation. Play around with the number of frames between your key poses and try to find the sweet spot.

3) The Secret Sauce

You finished keying all poses of your animation clip and perfectly arranged them in the Dopesheet. But when playing the animation, things just don't look natural...

The secret sauce that is missing are correctly setup animation curves. All the motion you see between two keyed poses is defined by the animation curve. With the curves you can define exactly how fast something is moving or rotating at a specific time in your animation. In the real world, movement is never done at constant speed. Depending on the movement, there is always some accelerating and decelerating happening. And that's exactly what, if done wrong, can make your animation look really odd.

Try to think of an animation where a character is punching against a punch bag. Without manually adjusting the animation curves, the punch will first smoothly accelerate and then smoothly decelerate before it hits the punch bag. This will look weird and unnatural. A correctly setup animation curve would make the punch accelerate until it finally hits the punch bag where the fist is decelerated very quickly. Depending on how fast you decelerate the fist, you can define the softness of the impact at the punch bag.

Test, fine tune, repeate

To test your animation, reduce the playback speed and watch your animation in slow motion. This makes it much easier to detect parts of your animation that behave unnaturally. Try to fix those parts step by step than check the animation again in regular playback speed. You can continue this process a few times to gradually fine tune your animation.

How to improve your animation skills

Don't be afraid to show off your work and get some feedback. The Unity forum has quite a few very professional animators that might give you some useful hints on how you can improve the look of your animation.

Search Youtube for some good animation tutorials. Once you know the basics of UMotion it doesn't really matter anymore if somebody is showing you how he does a e.g. walk animation in a different application than UMotion. The principle mechanics (posing, creating keys, etc.) is usually quite the same in all animation applications.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/HowToCreateBetterAnimations.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/HowToCreateBetterAnimations.html.meta new file mode 100644 index 00000000..6fe57cd2 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/HowToCreateBetterAnimations.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 355b2c684d6b93a42ac335073e8e4cfd +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/IKSetupWizard.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/IKSetupWizard.html new file mode 100644 index 00000000..104a13fb --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/IKSetupWizard.html @@ -0,0 +1,339 @@ + + + + + + UMotion Manual - IK Setup Wizard + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

IK Setup Wizard Professional

The IK Setup Wizard greatly simplifies creating Inverse Kinematics rigs. It supports creating rigs for any type of character. Creating a simple IK rig for human like characters is especially easy.

If you are new to the Inverse Kinematics topic, please check out the Inverse Kinematics Constraint chapter first.

All settings of this wizard are stored in the UMotion project. It is possible to create (usually with changed settings) an IK rig several times using the wizard. Existing transforms will be updated. If names or parents have been changed the old transforms won't be deleted automatically.

+

IK Setup Wizard - Dialog

Calibrate Character Front

This dialog is always shown when the IK Setup Wizard is started the first time. In order for the IK Setup Wizard to function properly it is necessary that the wizard know which direction "forward" is from the animated characters perspective. In the Scene View an arrow is displayed at the characters root position. If this arrow is not pointing forward from the characters perspective, use the Front Offset Angle setting to make it look forward.

This dialog can be accessed anytime again by pressing the Calibrate Character Front button in the IK Setup Wizard window.

+ + +
+

Calibrate Character Front - Dialog

+

Character Front Visualization - Scene View


Menu Bar

+

IK Setup Wizard - Menu Bar

It is possible to save the wizard settings as a preset and load this preset from within a different project. Thus using presets can speed up the workflow as it's possible to share the same settings across different models.

Presets are saved as *.asset files. Make sure to properly name them as presets or place them in a "presets" folder in order not to get confused with UMotion project files (which are also stored as *.asset).

When working with generic/legacy characters or with custom IK's, you have to be aware that bones are stored using their transform hierarchy path. That means that when a preset is referring to e.g. "Root/Hips/UpperLeg" and there is no such bone in the project where the preset is loaded, a warning message will occur and that specific field will be empty.

The Maximize button is useful when working with custom IK's as it increases the window size so that a complete row of the custom IK window can be displayed.


General

The Handle Size defines the size of the transforms that are created as IK handles.

When Extrude Pole Handle is enabled created pole handles will be slightly extruded in the direction the IK plane is pointing to.

+

IK Setup Wizard - General


Human IK

The human IK category can be used to create an IK rig for humanoid, generic and legacy generic characters. It automatically creates IK chains for hands and feet with IK pinning functionality. When the project is of type humanoid, the IK targets are detected automatically. When the project is of type generic or legacy generic, it is necessary to assign the hand and foot bones manually to the appropriate fields.

+

IK Setup Wizard - Human IK

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ItemDescription
Create(Only shown in humanoid projects!) Enables/disables the creation of the appropriate IK configuration.
Left TargetThe joint of the left hand/foot that should be controlled by IK. Detected automatically in humanoid projects. More information: IK Constraint
Right TargetThe joint of the right hand/foot that should be controlled by IK. Detected automatically in humanoid projects. More information: IK Constraint
ParentThe parent the created IK handles should have.
Twist Bones(Only shown in generic projects!) The number of twist bones that are present in the hierarchy of the arm/leg. A twist bone can be in the lower or upper arm/leg. +
    +
  • None - No twist bones
  • +
  • Lower - One twist bone in the lower arm/leg
  • +
  • Upper - One twist bone in the upper arm/leg
  • +
  • Lower And Upper - One twist bone in the upper and lower arm/leg
  • +
+
Pole TargetWhen enabled a transform is created that is used as pole target. More information: IK Constraint
ReferenceThe reference mode that should be used by the resulting IK constraint. More information: IK Constraint
Target RotationThe target rotation mode that should be used by the resulting IK constraint. More information: IK Constraint

Custom IK

Use Custom IK's to define your own IK chains that don't fit into the Human IK scheme.

+

IK Setup Wizard - Custom IK

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ItemDescription
NameThe name of the IK handle that will be created for this custom IK definition.
PinningWhen checked a Child-Of constraint is added to the created IK handle to enable IK pinning functionality. More information: Child-Of Constraint
TargetThe joint/transform that should be controlled by the inverse kinematics constraint. More information: IK Constraint
Chain LengthThe number of bones that should be affected. More information: IK Constraint
Chain MaskThe chain mask can be used to exclude certain bones within the chain from being affected by the IK solver. More information: IK Constraint
ParentThe parent the created IK handle should have.
Plane DirThe direction (relative to the character) in which the IK plane should point to. This defines in which direction to bend knees, elbows, etc.
Pole Target Position(optional) The joint/transform at which position an IK pole target should be created at.
Pole Target Name(optional) The name of the IK pole target that will be created.
ReferenceThe reference mode that should be used by the resulting IK constraint. More information: IK Constraint
Target RotationThe target rotation mode that should be used by the resulting IK constraint. More information: IK Constraint

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/IKSetupWizard.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/IKSetupWizard.html.meta new file mode 100644 index 00000000..2bb1d911 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/IKSetupWizard.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9fdaaef66b38b8d499265913f66b0332 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

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.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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:

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

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.

+

Import Clips Dialog

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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. +
+
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. +
+
More information: Unity Blog - Humanoids (see Original hands and feet position)
Animator Hand IKOnly available when the current project is of type Humanoid. +
+
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. +
+
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.

+

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.

+ + + + + + + + + + + + + + + + + + + + + + + + +
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:

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

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ImportExport.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ImportExport.html.meta new file mode 100644 index 00000000..568f8849 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ImportExport.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 58b2e9c30b0f35845a497b75fe75e7e1 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice.html new file mode 100644 index 00000000..f40ff2c0 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice.html @@ -0,0 +1,236 @@ + + + + + + UMotion Manual - In Practice + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

In Practice

In this video series it is all about using UMotion's features in practical examples. Visit the UMotion Forum Thread to let me know what videos you would like to see in the future.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice.html.meta new file mode 100644 index 00000000..fd860aef --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 25cc3cc0bdd70da4e8a72aa6e5a07fd4 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice1.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice1.html new file mode 100644 index 00000000..51d8446a --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice1.html @@ -0,0 +1,245 @@ + + + + + + UMotion Manual - 1) Our First Animation + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Episode 1: Our First Animation (FPS Pistol)

In the first episode, we will learn all the basics to create an animation from scratch and how we can use it in our game. We will create a pistol "firing" animation for a first person shooter game. Please note that even if you aren't creating a first person shooter game, it is still recommended to watch the video as most stuff applies to all type of animations.

+

Downloads

Links to download everything you need to recreate this episode.

Further reading

Links to additional learning material related to this lesson.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice1.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice1.html.meta new file mode 100644 index 00000000..1b55ca30 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice1.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f123a521e78cd854798c67eb56825b90 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice2.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice2.html new file mode 100644 index 00000000..e7909aed --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice2.html @@ -0,0 +1,245 @@ + + + + + + UMotion Manual - 2) Editing Animations + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Episode 2: Editing Existing Animations Professional

In the second episode, we will learn all the basics of editing and repairing existing animations. Please note that UMotion Professional exclusive features are used in this tutorial.

+

Downloads

Links to download everything you need to recreate this episode.

Further reading

Links to additional learning material related to this lesson.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice2.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice2.html.meta new file mode 100644 index 00000000..8c352d00 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice2.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 7e54413a5838c674ab48cef2b8d3e862 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice3.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice3.html new file mode 100644 index 00000000..288d794d --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice3.html @@ -0,0 +1,246 @@ + + + + + + UMotion Manual - 3) Customizing an animation for a RPG + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Episode 3: Customizing an animation for a RPGProfessional

In the third episode, we will learn how to customize an existing animation to fit our RPG game's style. Please note that UMotion Professional exclusive features are used in this tutorial.

+

Downloads

Links to download everything you need to recreate this episode.

Further reading

Links to additional learning material related to this lesson.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice3.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice3.html.meta new file mode 100644 index 00000000..2a6a2c64 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice3.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 51921e8a0f7f72f4088d080e2a91529e +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice4.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice4.html new file mode 100644 index 00000000..e5faff24 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice4.html @@ -0,0 +1,244 @@ + + + + + + UMotion Manual - 4) Unity Timeline & Weighted Tangents + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Episode 4: Unity Timeline & Weighted TangentsProfessional

In the fourth episode, we will learn how to use the new Unity 2018 feature "Weighted Tangents" together with Unity Timeline to adjust an animation for a cut-scene. Please note that UMotion Professional exclusive features are used in this tutorial.

+

Downloads

Links to download everything you need to recreate this episode.

Further reading

Links to additional learning material related to this lesson.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice4.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice4.html.meta new file mode 100644 index 00000000..32fa68d3 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice4.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d54ae7d11b7c2f64da3f29c03f8deccd +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Introduction.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Introduction.html new file mode 100644 index 00000000..e102924d --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Introduction.html @@ -0,0 +1,248 @@ + + + + + + UMotion Manual - Introduction & Tips + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Introduction & Tips

UMotion is a Unity Editor Extension that makes it possible to create animations for any 3D model (characters, monsters, guns,...) inside the Unity Editor offering similar features and workflows like famous 3D modeling applications.

UMotion projects are stored as *.asset files that can hold an unlimited number of animation clips. Animation clips are exported to Unity's proprietary *.anim file format and can be used in any Unity project when applied to an Animator Controller or Animation Component (legacy).

Owners of UMotion Professional can import any existing animation (whether being a motion captured animation or an animation created in an external modeling application) to edit and to fine tune them.

Important Tips

    +
  • Always back-up your work on a regular basis. Even though UMotion has to pass extensive tests before being released, it may still be possible that a bug damages your project file. The use of a version control system like Subversion or Git is strongly recommended (see Unity Manual - Version Control System).
  • +
  • Every element in the UMotion user interface has a tooltip with short information about the functionality of the related item. If the element has a shortcut applied, it is also displayed in the tooltip.
  • +
  • Every action that can be performed in UMotion can have a shortcut assigned (see Preferences Window). Shortcuts are only triggered when the Clip Editor, Pose Editor or any Scene View has input focus.
  • +
  • Every editing action in UMotion can be undone. The undo entries are stored in Unity's undo/redo system and thus mix with regular undo operations stored by the Unity Editor.
  • +
  • Disabling the lightning in the Scene View may improve the visibility of the bones and the animated GameObject (depending on the current scene).
  • +
  • UMotion is only executed in the Unity Editor and thus has no direct influence on the published game performance. Inside the editor, the editor windows of UMotion can have influence on the editor and editor play mode performance just like any other visible editor window. In case you discover performance issues during play mode, enable Maximize on Play (see Unity Manual - Game View). This option will hide all editor windows when starting play mode thus saving performance.
  • +

Scene View Navigation

The default Unity Scene View navigation and tool handling is used: Unity Manual - Scene View Navigation

It has some nice features you may not be aware of that come in handy when doing animations:

    +
  • Holding Alt + Right Mouse Button allows fine graded zooming (by moving the mouse cursor right or left). This also decreases or increases the step width of the mouse wheel zoom and the mouse sensibility when panning.
  • +
  • When using the move, rotate or scale tool, holding Control enables snapping. Snapping can be adjusted in Unity by navigating to Edit ➔ Snap Settings....
  • +
  • When using the move tool, holding Shift enables the "Free Move Mode". A rectangle appears in the center of the tool handle. By clicking and dragging it lets you move freely through 3D space. This is especially useful when moving the Inverse Kinematics handle.
  • +
  • While dragging the move, rotate or scale tool ESCAPE will abort the current operation and revert changes.
  • +
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Introduction.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Introduction.html.meta new file mode 100644 index 00000000..89333ba8 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Introduction.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 391bcec14515baa448b78035752bfb75 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html new file mode 100644 index 00000000..f1d11ff3 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html @@ -0,0 +1,312 @@ + + + + + + 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.

+

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

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
TargetThe joint/transform that should be controlled by the Inverse Kinematics Constraint. The inverse kinematics will try to find a way to rotate all bones in the chain so that the target joint/transform is at the same position as the joint/transform with the Inverse Kinematics Constraint attached.
Pole TargetAn optional joint/transform can be added as pole target. By moving the pole target it is possible to rotate the whole IK chain around the pole axis whereby the arrow of the IK plane will always point towards the IK pole target.
Chain LengthThe number of bones that should be affected by the Inverse Kinematics Constraint. Incrementing this number adds additional parents of the target joint/transform to the chain.
Chain MaskThe chain mask can be used to exclude certain bones within the chain from being affected by the IK solver. This is especially useful for excluding "twist" or "roll" bones.
Plane AngleThe angle of the plane at which the IK algorithm is applied in degrees. The plane should be rotated in such a way that it points into the direction where the knee, elbow, etc. should be bent.
Front / Right / UpSets the plane angle so that it points into the corresponding direction (seen from the animated GameObject).
InvertInverts the plane angle by rotating it 180 degrees.
ReferenceBefore the Inverse Kinematics Constraint is executed, all bones in its chain are reset to the reference pose. From there the Inverse Kinematics algorithm will try to find a way to rotate all bones in the chain so that the target joint/transform is at the same position as the IK handle. +
+
The reference pose has great influence on how natural the result of the inverse kinematics looks. The inverse kinematics will usually choose one of the shortest ways to rotate from the reference pose to the target position. Due to this fact the reference pose also somehow gives the algorithm the hint in which direction e.g. an elbow or knee should bend. +
+
If the elbow or knee is rotated in strange ways when the IK is applied it should be slightly bended in the reference pose. +
+
The reference for the IK constraint can either be the reference pose that was set in Config Mode or the current pose of the forward kinematics rig layer. The latter one is useful when you want to have different reference poses in different clips or in different situations during a clip. It gives you great control on the end result of the IK Constraint.
Target RotationThe target joint/transform can either copy the rotation of the IK handle so that the rotation of the target can be changed by rotating the IK handle or by using the forward kinematics rotation. With the latter one you can rotate the IK target by selecting it in the Scene View and by using the rotation tool just as you would rotate any other bone in FK mode.
Legacy ModeIn UMotion V1.08 the IK solver was updated. The new IK solver produces better results especially in combination with IK pinning. Enabling the legacy mode will use the old IK solver (UMotion V1.07 and below). Projects that have been created in UMotion V1.07 and below use the legacy mode to ensure compatibility. +

+ For updating to the new IK solver disable the legacy mode.

Animated Properties

+ + + + + + + + + + + + +
PropertyDescription
FK/IK BlendAs mentioned before, UMotion has a forward kinematics rig layer and an inverse kinematics rig layer. With this property you can smoothly adjust the influence of each rig layer on the mesh. +
+
0 means the mesh will be 100% influenced by forward kinematics and 1 means the mesh will be 100% influenced by inverse kinematics. +
+
The property only affects the bone chain of the related Inverse Kinematics Constraint. If there are multiple Inverse Kinematics Constraints, blending has to be adjusted for each of them. A Custom Property Constraint can be used to control all blending properties together.
Pole RotationThis is only visible when no Pole target was selected. It controls the rotation around the pole axis in degrees.
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html.meta new file mode 100644 index 00000000..ed3a92d8 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f61c930ef6c8f5b47b749b35ebb8a66f +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam.html new file mode 100644 index 00000000..fbf6c209 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam.html @@ -0,0 +1,236 @@ + + + + + + UMotion Manual - Jayanam + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Jayanam

The following video tutorials are created by the Youtuber "Jayanam". Make sure to check out his channel to learn more about him.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam.html.meta new file mode 100644 index 00000000..9441f616 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 37a4427be74913a449b45016275521a0 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam1.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam1.html new file mode 100644 index 00000000..681792f6 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam1.html @@ -0,0 +1,241 @@ + + + + + + UMotion Manual - UMotion Tutorial + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

UMotion Tutorial by Jayanam

In this video I show the Unity Skeletal Animation Editor Asset UMotion that gives you the possibility to create new Humanoid or Generic Animations to your characters directly inside of Unity - or to edit existing ones.

+

Downloads

Links to download everything you need to recreate this episode.

Further reading

Links to additional learning material related to this lesson.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam1.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam1.html.meta new file mode 100644 index 00000000..8b14aa27 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam1.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 87843c57bf60111419b1c1c18e8f4956 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/KnownIssues.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/KnownIssues.html new file mode 100644 index 00000000..fe7f1b23 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/KnownIssues.html @@ -0,0 +1,236 @@ + + + + + + UMotion Manual - Known Issues + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Known Issues

This page lists all known issues that can't be fixed. These issues are usually related to a specific Unity version.

Issue 01: Shortcuts in Context Menus and Menu Bar not displayed

In Unity 5.3 shortcuts aren't displayed correctly in context menus and in the menu bar of the Clip Editor. This is due to a bug in that Unity version and is fixed in newer Unity versions.

Issue 02: Related to a Unity version not supported anymore.

This known issue only occurred in an old Unity version that isn't supported anymore.

Issue 03: In the Animation Event window the tooltip of the warning icon is not working correctly.

This known issue no longer exists as the related Unity version isn't supported any more by UMotion.

Issue 04: Humanoid export produces visible differences.

This known issue no longer exists as the related Unity version isn't supported any more by UMotion.

Issue 05: Fixed since UMotion V1.02.

This known issue no longer exists as it is fixed since UMotion V1.02.

Issue 06: Fixed since UMotion V1.04p10.

This known issue no longer exists as it is fixed since UMotion V1.04p10.

Issue 07: Bones not displayed correctly in Unity 2017.3 and 2017.4.

When "allow HDR" is true on the Main Camera in the scene and Scene Lighting is enabled in the Scene View --> bones are not rendered correctly in Unity 2017.3 and 2017.4 due to a bug in that Unity versions. This bug was reported to Unity and is patched in Unity 2018.1. As a workaround, UMotion automatically disables the Scene View lighting when a GameObject is applied to the Pose Editor. It restores the original Scene View lightning state as soon as the GameObject is removed from the Pose Editor.

Issue 08: Unity's Preview window is displaying only a small part of an exported animation.

If Unity's Preview window is detached from the Inspector window it can happen that it displays only the first few frames of an animation even though the animation is exported correctly. As soon as the Inspector window get's in focus again, the Preview window is also displaying the whole animation correctly again.

Issue 09: Related to a Unity version not supported anymore.

This known issue only occurred in an old Unity version that isn't supported anymore.

Issue 10: Root motion not applied correctly in Unity Timeline.

In Unity 2017.3 and below, Unity Timeline isn't applying root motion of humanoid animation clips correctly. The root motion can be slighlty more or less than the real root motion (how it would be applied by Unity's Animator Component). This bug is fixed in Unity 2018.1 and above (see Unity Issue Tracker - Case 927718). You might notice this difference when editing an animation clip of Unity Timeline with UMotion as UMotion is previewing the animation with the correct root motion.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/KnownIssues.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/KnownIssues.html.meta new file mode 100644 index 00000000..b12fbc5c --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/KnownIssues.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: bdbe7b5d257b60b4ba6fa4da9d8f2e4b +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Layers.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Layers.html new file mode 100644 index 00000000..8482347c --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Layers.html @@ -0,0 +1,294 @@ + + + + + + UMotion Manual - Layers + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Layers Professional

Similar to how layers work in famous image processing applications, multiple layers can be added to animation clips in UMotion. This is useful for modifying complex existing animations (e.g. motion captured clips), adding additional details to an animation without touching the "base" animation, better organization of an animation,...

+

Clip Editor - Layers

To show the Layers View it is necessary to enable the toggle button on the lower right corner of the Clip Editor. The Layer View is drawn next to the Dopesheet/Curves view. The "Base Layer" can't be removed or edited in any way.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
Shows/hides the Layers View.
Adds a new layer above the current selected layer. A dialog will appear to set the name and the blending mode of the new layer.
Deletes the current selected layer and all its keys.
Deletes all layers except the "Base Layer" and all their keys.
Moves the selected layer up.
Moves the selected layer down.

Each layer can have keys for every property. The Dopesheet/Curves View always displays the keys of the current selected layer. The selected layer is displayed in light gray. A layer can be selected by clicking on it in the Layers View. There are 2 blending modes that define how the layers are mixed with the other layers:

    +
  • Additive: Modifications keyed on this layer will be added to the existing animation.
  • +
  • Override: With this blending mode, layers will overwrite existing keys of lower layers. If a property has no key (in the override layer), the property is not overwritten.
  • +

Each layer (except the base layer) has a blend weight displayed as blue slide bar underneath the layer name. The blend weight defines how much influence the layer has on the final animation.

+ + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
Enables or disables muting of the layer. A muted layer has no influence on the animation neither in preview mode within UMotion nor in the exported clip.
Opens a dialog to edit the layer name and blending mode.
Indicates the current blending type of the layer. This can be either Additive or Override.
This slide bar can be used to adjust the blend weight of the layer. Click the slide bar and drag the mouse to increase/decrease the blend weight.

Special Treated Channels

The following channels are not supported in additive layers:

It's worth noting that Child-Of constraint doesn't support weighted layer blending as this would mix values that are in different spaces. The object with the Child-Of constraint attached will keep the value of the topmost layer until the weight is reduced to 0.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Layers.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Layers.html.meta new file mode 100644 index 00000000..d10b452b --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Layers.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ff64b46962247d54588543d6b720d20f +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson1.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson1.html new file mode 100644 index 00000000..662d4318 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson1.html @@ -0,0 +1,242 @@ + + + + + + UMotion Manual - 1) Installation & First Steps + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Lesson 1: Installation & First Steps

Learn how to install UMotion and how to create a new project.

+

Further reading

Links to additional learning material related to this lesson.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson1.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson1.html.meta new file mode 100644 index 00000000..403668dc --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson1.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f8f15bc676a8aad42861d5ab82d73f8d +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson2.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson2.html new file mode 100644 index 00000000..e8d2ab0d --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson2.html @@ -0,0 +1,239 @@ + + + + + + UMotion Manual - 2) Pose Editing + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Lesson 2: Pose Editing

Learn how to use the Pose Editor to manipulate bones and transforms and how to create key frames.

+

Further reading

Links to additional learning material related to this lesson.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson2.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson2.html.meta new file mode 100644 index 00000000..9b10737c --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson2.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3cb10eeaca1dc3e4ba8fb34c49bd6b77 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson3.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson3.html new file mode 100644 index 00000000..9905a6b5 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson3.html @@ -0,0 +1,239 @@ + + + + + + UMotion Manual - 3) Clip Editor + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Lesson 3: Clip Editor

Learn how to use the Clip Editor to use the Dopesheet and the Curves View to manipulate keys and curves.

+

Further reading

Links to additional learning material related to this lesson.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson3.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson3.html.meta new file mode 100644 index 00000000..0bb13630 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson3.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 08ad7f8893b4e0a44b03e0e3cab15449 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson4.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson4.html new file mode 100644 index 00000000..1ace0a63 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson4.html @@ -0,0 +1,240 @@ + + + + + + UMotion Manual - 4) Curves & Rotation Modes + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Lesson 4: Curves & Rotation Modes

Learn about the different rotation interpolation modes of UMotion and how the tangent modes of keys affect the animation curve.

+

Further reading

Links to additional learning material related to this lesson.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson4.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson4.html.meta new file mode 100644 index 00000000..dafed8b2 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson4.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: dd0296c0b0ebfcd439805b840fea6658 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson5.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson5.html new file mode 100644 index 00000000..0d4ba3bb --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson5.html @@ -0,0 +1,240 @@ + + + + + + UMotion Manual - 5) Config Mode + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Lesson 5: Config Mode

Learn about the Config Mode of the Pose Editor and how it can be used to configure the appearence and settings of the animated GameObjects rig.

+

Further reading

Links to additional learning material related to this lesson.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson5.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson5.html.meta new file mode 100644 index 00000000..1c39330f --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson5.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c70db7829a89f194ba4589eab1e4ff02 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson6.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson6.html new file mode 100644 index 00000000..52168e60 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson6.html @@ -0,0 +1,240 @@ + + + + + + UMotion Manual - 6) Export Animations + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Lesson 6: Export Animations

Learn how to export animation clips created in UMotion so that they can be used in your game.

+

Further reading

Links to additional learning material related to this lesson. Check out the Unity tutorials about animations to learn how to use the exported animation in your game.

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

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson6.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson6.html.meta new file mode 100644 index 00000000..e263fc4f --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson6.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c64929198cd10c14091984f795d81250 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson7.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson7.html new file mode 100644 index 00000000..ee8c8dba --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson7.html @@ -0,0 +1,240 @@ + + + + + + UMotion Manual - 7) 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. + +
+
+
+
+
+

Lesson 7: Root Motion

Learn the difference between in-place animations and root motion.

+

Further reading

Links to additional learning material related to this lesson. Check out the Unity tutorials about animations to learn how to use the exported animation in your game.

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

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson7.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson7.html.meta new file mode 100644 index 00000000..ad7d0cae --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson7.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6fdd450e1313ceb4fad5a2c090640b8a +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson8.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson8.html new file mode 100644 index 00000000..0c330981 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson8.html @@ -0,0 +1,239 @@ + + + + + + UMotion Manual - 8) Animation Events + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Lesson 8: Animation Events

Learn how to use animation events to trigger script functions when a playing animation (in game) passes a certain frame.

+

Further reading

Links to additional learning material related to this lesson. Check out the Unity tutorials about animations to learn how to use the exported animation in your game.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson8.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson8.html.meta new file mode 100644 index 00000000..7ad65a70 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson8.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ee8e3d23ca5adc64db7c7c8c4fe26be3 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson9.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson9.html new file mode 100644 index 00000000..503b4ac8 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson9.html @@ -0,0 +1,241 @@ + + + + + + UMotion Manual - 9) Pose Mirroring + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Lesson 9: Pose Mirroring

Learn how to setup the mirror mapping and how to mirror poses from one side to the other.

+

Further reading

Links to additional learning material related to this lesson. Check out the Unity tutorials about animations to learn how to use the exported animation in your game.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson9.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson9.html.meta new file mode 100644 index 00000000..da7ae4c7 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson9.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 7c84ea246ef6d6141a185901f4477f6a +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MainNavigation.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MainNavigation.html new file mode 100644 index 00000000..f574815f --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MainNavigation.html @@ -0,0 +1,282 @@ + + + + + + UMotion Manual - Main Navigation + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Main Navigation

The Main Navigation is located at the top left of the Clip Editor.

+

Clip Editor - Main Navigation

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
With the popup field a clip can be selected. The selected clip will be loaded and can be edited in the Dopesheet and Curves View.
Through the input field next to the popup field the current frame cursor position can be changed.
Opens the Project Settings and Clip Settings.
Adds a new clip to the project. A dialog window will appear where the name for the new clip can be entered.
Duplicates the current clip. A dialog window will appear where the name for the duplicated clip can be entered.
Deletes the current clip. If this is the only clip in the project a new empty clip will automatically be created.
Deletes all clips from the project. A new empty clip will automatically be created.
Adds a new animation event at the current selected frame. An animation event is triggered every time the animation playback (in game) passes the frame in which the animation event is set. This sends a call to the function(s) that have been attached to the animation event. Animation events are useful e.g. to play foot step sounds every time the foot reaches the ground.
Jumps to the previous frame where at least one key exists.
Jumps to the next frame where at least one key exists.
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MainNavigation.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MainNavigation.html.meta new file mode 100644 index 00000000..389ac7e1 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MainNavigation.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d084738ae6b15734683434319f0a96b4 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBar.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBar.html new file mode 100644 index 00000000..c0deeeab --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBar.html @@ -0,0 +1,237 @@ + + + + + + UMotion Manual - Menu Bar + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Menu Bar

The Menu Bar is located at the top of the Clip Editor. It has 3 categories.

+

Menu Bar of the Clip Editor

Some menu items can be accessed via shortcuts. The shortcuts are displayed next to the menu item and can be set in the Preferences Window.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBar.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBar.html.meta new file mode 100644 index 00000000..9a298937 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBar.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 63137d961a629b447a268c08703d956b +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarEdit.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarEdit.html new file mode 100644 index 00000000..87c0b901 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarEdit.html @@ -0,0 +1,282 @@ + + + + + + UMotion Manual - Edit + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Edit

+

Menu Bar - Edit

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Menu ItemDescription
Select AllSelects all keys in the Dopesheet or Curve View.
Deselect AllDeselects all keys in the Dopesheet or Curve View.
CutCopies all selected keys to the clipboard and deletes them.
CopyCopies all selected keys to the clipboard.
PasteAdds previously copied keys to the animation clip at the current selected frame. This will overwrite existing keys.
InsertInserts previously copied keys to the animation clip at the current selected frame. This will move existing keys.
ReverseInverts all selected keys along the time axis (so that they are played backwards).
Crop to PlaybackCrops the current animation clip to the selected playback area (i.e. the area between the white arrows in the time ruler). This affects all animation layers of the animation clip.
FK to IK ConversionConverts the current opened clip to Inverse Kinematics (see FK to IK Conversion).
PreferencesOpens the preferences dialog window.
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarEdit.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarEdit.html.meta new file mode 100644 index 00000000..3abc1014 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarEdit.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2a57eea7a38570c438688eb8bced010a +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarFile.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarFile.html new file mode 100644 index 00000000..56aaee51 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarFile.html @@ -0,0 +1,283 @@ + + + + + + UMotion Manual - File + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

File

+

Menu Bar - File

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Menu ItemDescription
New Project / HumanoidCreates a new project for animating GameObjects of type Humanoid. Humanoid animations use Unity's retargeting system thus making it possible to share the same animation between every humanoid character. As the name implies this animation type can only be used for bipedal characters.
New Project / GenericCreates a new project for animating GameObjects of type Generic. Generic animations can be used for every type of animation whether being a monster, human, fish or a solid object. Animations can't be retargeted and can thus not be shared between different models.
New Project / Generic (Legacy)Creates a new project for animating GameObjects of type Legacy. Legacy animations are like Generic animations but use Unity's legacy animation system. It is recommended not to use legacy animations as they may become deprecated by Unity over time.
Open ProjectOpens a UMotion project file. A currently opened project will be closed.
Close ProjectCloses the currently opened project. Projects are saved every time the Unity project is saved independently if the project is currently opened in UMotion or not.
Recently Opened ProjectsA list of the latest 10 projects that have been recently opened. The list is stored per Unity project. Click on any of the projects to open them. This is faster than navigating to them using the file dialog.
Restore Project From BackupA list of all UMotion project backups the automatic backup system has created. Click on a backup to restore it. The automatic backup system is enabled by default. It automatically creates backups of UMotion projects in a defined interval (see Preferences).
Import ClipsOpens an import dialog window to import existing animations into the UMotion project (see Import / Export).
Export Current ClipExports only the currently opened clip into the export directory (see Import / Export).
Export All ClipsExports all clips of the opened project into the export directory (see Import / Export).

New Project

UMotion projects are stored as *.asset files. As other editor extensions may use the same file extension to store data it is recommended to choose an appropriate name to indicate that the file is related to UMotion. UMotion *.asset files are automatically tagged as "UMotion Project".

+

New Project File Dialog

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarFile.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarFile.html.meta new file mode 100644 index 00000000..f6436e88 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarFile.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9739e50b9c849d6468296580c2a878c5 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarHelp.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarHelp.html new file mode 100644 index 00000000..f45e5361 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarHelp.html @@ -0,0 +1,254 @@ + + + + + + UMotion Manual - Help + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Help

+

Menu Bar - Help

+ + + + + + + + + + + + + + + + +
Menu ItemDescription
About UMotionOpens the about dialog window.
UMotion ManualOpens the first page of the UMotion manual with the default browser.
UMotion SupportOpens the UMotion support page with the default browser.
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarHelp.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarHelp.html.meta new file mode 100644 index 00000000..05017d2d --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarHelp.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 668290c00eff7814f883cec13ba588a8 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MirrorMapping.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MirrorMapping.html new file mode 100644 index 00000000..4954da03 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MirrorMapping.html @@ -0,0 +1,266 @@ + + + + + + UMotion Manual - Mirror Mapping + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Mirror Mapping

The mirror mapping defines which bone/transform should map to which bone/transform on the other side (e.g. "Right Hand" maps to "Left Hand). It is used by the Pose Mode features Copy to Other Side and Mirror Editing. The mirror mapping configuration dialog is opened by clicking on the Mirror Mapping button in the Rig Hierarchy (see above).

An initial mirror mapping is automatically created when a new GameObject is applied to the Pose Editor. An automatic mapping algorithm estimates the mirror mapping based on the bone/transform hierarchy. It delivers perfect results most of the time, but due to the fact that there are so many different ways a rig can be composed it is not possible that the algorithm produces 100% correct results for every model. Thus sometimes it may be necessary to correct the mapping by hand using the configuration dialog below. The automatic mapping feature can also be used via the configuration dialog shown below.

Important: When custom joints/transforms are created the mapping is not updated automatically.

+

Mirror Mapping - Configuration Dialog

The mapping is always bidirectional. That means that for example "Left Hand" maps to "Right Hand" is also applied the other way around. The mapping of humanoid bones is hard coded (thus always correct) and can't be edited.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ButtonDescription
AutoAutomatically generates the mapping for all child bones/transforms by using the automatic mapping algorithm.
Deletes the mirror mapping entry.
Opens a dialog window to edit the mirror mapping entry.
Add NewOpens a dialog window to add a new mirror mapping entry.
Remove AllRemoves all mirror mapping entries.
Auto Configure AllAutomatically generates the mapping for all bones/transforms in this UMotion Project file by using the automatic mapping algorithm.
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MirrorMapping.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MirrorMapping.html.meta new file mode 100644 index 00000000..a9c82a19 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MirrorMapping.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d9f74f3f3670ae24b9f74c0e58720bec +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Options.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Options.html.meta new file mode 100644 index 00000000..f24840db --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Options.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d8305e0198a5e8a468030c894cf8e95d +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Playback.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Playback.html new file mode 100644 index 00000000..6ca84262 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Playback.html @@ -0,0 +1,294 @@ + + + + + + UMotion Manual - Playback Navigation + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Playback Navigation

The Playback Navigation Area is located at the bottom right of the Clip Editor. It can be used to play and preview the current animation clip. All of these settings have no influence on the exported animation clips and are only for preview purpose.

+

Playback Navigation Area

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
Defines the frame at which playback should start. Can also be adjusted by moving the first white arrow in the Time Ruler (see Time Ruler).
Defines the frame at which playback should end. Can also be adjusted by moving the last white arrow in the Time Ruler (see Time Ruler).
Defines the speed at which playback should be playing (x0.1 - x5.0). The value can be adjusted by left clicking at the field and dragging the mouse left or right.
When enabled playback always starts from the beginning of the clip, when disabled playback starts from the current frame cursor position.
When enabled, stopping playback returns the frame cursor to the position where the playback started. When disabled, playback stops at the current frame cursor position.
Enables or disables looping of the playback. Note that this is independent of the Loop Clip setting in the Clip Settings. When enabled, the animation preview will also loop when the frame cursor is manually dragged past the last key frame. This changes the way how the tangents of the first and last key of curves are calculated that use the auto/clamped auto tangent mode in such a way that they loop seamlessly.
When enabled, the root motion of the animated character is not reset once the playback reaches the end and loops to the first frame. If root motion is not enabled in the current animation clip, this setting has no effect (see Root Motion).
Sets the frame cursor to frame 0.
Decrements the frame cursor by 1.
Starts/Stops playing the clip backwards. During playback, the Clip Editor and the Pose Editor are set to read only mode.
Starts/Stops playing the clip forward. During playback, the Clip Editor and the Pose Editor are set to read only mode.
Increments the frame cursor by 1.
Sets the frame cursor to the last frame of the animation clip.
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Playback.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Playback.html.meta new file mode 100644 index 00000000..0dfb7af3 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Playback.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: fb25b6658d01051409b48b573d6494f7 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseDisplay.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseDisplay.html new file mode 100644 index 00000000..ef83b2be --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseDisplay.html @@ -0,0 +1,280 @@ + + + + + + UMotion Manual - Display + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Display

Settings for the visualization of the rig in the Scene View. Can be used to show and hide various things.

+

Config Mode - Display

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
Rig LayerShows/hides the rig layers. There are 2 rig layers: The Forward Kinematics rig layer and the Inverse Kinematics rig layer.
Bone StyleThe style in which bones and transforms are rendered. + +
    +
  • Solid will display bones and transforms with solid shapes.
  • +
  • Stick displays the bones as thin sticks.
  • +
  • Wireframe displays only the outlines of the solid shapes.
  • +
+ +
BonesShows/hides all bones in the Scene View.
TransformsShows/hides all transforms in the Scene View.
NamesShows/hides the names of all bones/transforms in the Scene View.
Vertex WeightsShows/hides the vertex weights visualization. The vertex weight is a value between 0-1 indicating how much that vertex is affected by a bones orientation. Vertex weights are applied during skinning. Transforms have no vertex weights. When a bone is selected its vertex weights are displayed using the color gradient defined in the options. +
+
Note: Bones overlay the vertex weight renderer. It may be necessary to hide bones while inspecting vertex weights.
Tool AssistantShows/hides the Tool Assistant. The Tool Assistant is a small window displayed in the current selected Scene View. It provides additional information and input possibilities for the current selected tool.
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseDisplay.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseDisplay.html.meta new file mode 100644 index 00000000..b893dcf1 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseDisplay.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d602d58b44f27e6429a1b6ff2b9383b1 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseEditor.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseEditor.html new file mode 100644 index 00000000..932a7cfa --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseEditor.html @@ -0,0 +1,285 @@ + + + + + + UMotion Manual - Pose Editor + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Pose Editor

An animation is a sequence of poses that are stored as so called key frames. When an animation is played, it smoothly interpolates between the defined poses to create a fluid motion. The Pose Editor provides all tools you need to bring the animated GameObject in the different poses and to create the key frames for the animation.

+ + +
+

UMotion Pose Editor

+

Animated GameObject

+ +

With the topmost field in the Pose Editor, a GameObject that should be animated can be selected. The animated GameObject is used to edit and preview an animation.

+ +

There are two ways to assign an animated GameObject to the Pose Editor:

+
    +
  • By dragging a GameObject from Unity's Hierarchy window to the appropriate field in the Pose Editor.
  • +
  • By clicking on the circle next to the field. This will open a dialog that shows all GameObjects of the current scene that can be animated.
  • +
+ +

The bones and transforms of the animated GameObject need to match to those defined in the current project. When a new empty UMotion project is created and an animated GameObject is selected for the first time, a default configuration for all bones/transforms of that GameObject will be created.

+ +

Important: While an animated GameObject is assigned to the Pose Editor it is not possible to select any other GameObjects through mouse clicks within the Scene View. In order to select other GameObjects, they need to be selected via Unity's Hierarchy window. GameObjects that are a parent or a child of the animated GameObject can't be selected.

+ +

By clicking on the Clear button, the animated GameObject will be removed from the Pose Editor and its original state will be restored.

+ +

Tip: By clicking on the Dropdown arrow next to the Clear button it is possible to remove the GameObject from the Pose Editor but keep the current pose in the scene.

+ + + +

UMotion Lock

+

When an animated GameObject is selected, it automatically gets a component attached called UMotion Lock. This component saves the original state of the GameObject and prepares it for being used with UMotion. Once the animated GameObject field is cleared in the Pose Editor, UMotion Lock is destroyed which automatically restores the original state of the GameObject.

+ +

Currently locked GameObjects are highlighted in the Unity Hierarchy window:

+ +

Hierarchy - UMotion Locked

+ +

A GameObject can be unlocked manually (this may be necessary when UMotion crashes) by selecting the GameObject and click the Unlock button in the inspector of the UMotion Lock component.

+ + +

Edit Modes

+ +

The Pose Editor has two edit modes:

+ +
    +
  • + The Pose Mode is used to create poses for the animation clips. +
  • +
  • + The Config Mode is used to configure the animation rig (i.e. the "skeleton" of the 3D model). +
  • +
+ +

To switch between the edit modes, the toggle buttons or the appropriate shortcut can be used.

+
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseEditor.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseEditor.html.meta new file mode 100644 index 00000000..ad67deb0 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseEditor.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2517bbd5e0d6f034da1714ec180b78e4 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseMode.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseMode.html new file mode 100644 index 00000000..f72a8f33 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseMode.html @@ -0,0 +1,236 @@ + + + + + + UMotion Manual - Pose Mode + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Pose Mode

The Pose Mode is used to create the different poses required for the animation. It has several tool containers that are described in separate sub-chapters.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseMode.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseMode.html.meta new file mode 100644 index 00000000..ee0b208f --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseMode.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2071abf8f736ee241b7696e1e4de9cda +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Preferences.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Preferences.html new file mode 100644 index 00000000..3bd9ec94 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Preferences.html @@ -0,0 +1,305 @@ + + + + + + UMotion Manual - Preferences + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Preferences

The preferences are stored globally and affect all UMotion projects.

Shortcuts

The shortcuts for every action that can be performed in UMotion can be set in this tab.

+

Preferences Window - Shortcuts

There are three shortcut categories:

    +
  • Clip Editor
  • +
  • Pose Editor
  • +
  • General
  • +

Every shortcut is triggered when the Clip Editor, Pose Editor or Scene View is selected and the appropriate shortcut is pressed. When a UI element has a shortcut applied, it is displayed in its tooltip. To modify a shortcut, select the appropriate shortcut in the list and change its key combination by using the following UI components:

+ + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
KeyBy pressing this button, a dialog window pops up that listens to any key press event. The pressed key is then applied to the current selected shortcut. +
+
+

Bind Shortcut Key Dialog

+ The Abort button closes the dialog without changing the binded key. +
The None button removes a binded key.
ModifiersThe modifiers are additional buttons like Control, Shift and Alt that have to be pressed to trigger the shortcut.
Use DefaultsResets all shortcuts to their default binding.
OKCloses this window.

Settings

All global UMotion settings can be changed in this tab.

+

Preferences Window - Settings

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
Select frame: Suppress modifications dialogWhen this setting is enabled the Unapplied Modifications dialog will not be shown when the selected frame is changed in the Clip Editor. All unapplied modifications will be automatically discarded.
Display key strokes (Tutorial Mode)When this setting is enabled key strokes are visualized in the lower center of the Clip Editor. This is useful when recording video tutorials.
Update NotificationsEnables/disables notifications about new UMotion versions.
General NotificationsEnables/disables general notifications about UMotion.
Automatic BackupsEnables/disables automatic backup creation of UMotion projects.
Backup IntervalInterval defined in seconds in which backups are automatically created (if the project was modified).
Num Backups per ProjectThe max. number of backups to be stored per project.
Delete Backups AfterBackups older than the defined number of hours are automatically deleted.
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Preferences.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Preferences.html.meta new file mode 100644 index 00000000..83ad10e7 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Preferences.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0e951cda67a2f5441959dcf677b806e7 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson1.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson1.html new file mode 100644 index 00000000..1f46e16f --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson1.html @@ -0,0 +1,240 @@ + + + + + + UMotion Manual - 1) Importing Animations + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Lesson 1: Importing Animations Professional

Learn how to import existing animations like motion captured animations or animations created in a 3D modeling application so that they can be edited using UMotion.

+

Further reading

Links to additional learning material related to this lesson.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson1.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson1.html.meta new file mode 100644 index 00000000..2941b8f3 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson1.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 17b80da2cfdec944a9ca1f537a3fd6b3 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson2.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson2.html new file mode 100644 index 00000000..3c31bdc8 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson2.html @@ -0,0 +1,239 @@ + + + + + + UMotion Manual - 2) 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. + +
+
+
+
+
+

Lesson 2: Inverse Kinematics Professional

Learn how to use the Inverse Kinematics constraint to create animations more efficiently.

+

Further reading

Links to additional learning material related to this lesson.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson2.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson2.html.meta new file mode 100644 index 00000000..121b0ff8 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson2.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 58d4b8a448e0a7440a3256d096e61974 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson3.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson3.html new file mode 100644 index 00000000..6c8bc483 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson3.html @@ -0,0 +1,240 @@ + + + + + + UMotion Manual - 3) Child-Of Constraint + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Lesson 3: Child-Of Constraint Professional

Learn how to use the Child-Of constraint to dynamically change the parent of a joint/transform during an animation.

+

Further reading

Links to additional learning material related to this lesson.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson3.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson3.html.meta new file mode 100644 index 00000000..5f8fbaa2 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson3.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 59a1626650ad3c649be95d26d3b8562c +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson4.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson4.html new file mode 100644 index 00000000..f61742ea --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson4.html @@ -0,0 +1,239 @@ + + + + + + UMotion Manual - 4) Custom Properties + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Lesson 4: Custom Properties Professional

Learn everything about the Custom Property constraint and how it can be used to control multiple properties at the same time.

+

Further reading

Links to additional learning material related to this lesson.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson4.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson4.html.meta new file mode 100644 index 00000000..c894208e --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson4.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: de7512b5b896566489ba214747a919c5 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson5.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson5.html new file mode 100644 index 00000000..276a1ec4 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson5.html @@ -0,0 +1,241 @@ + + + + + + UMotion Manual - 5) IK Pinning + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Lesson 5: IK Pinning Professional

Learn how to use the Child-Of constraint to pin an IK Handle so that it keeps its position and rotation.

+

Further reading

Links to additional learning material related to this lesson.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson5.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson5.html.meta new file mode 100644 index 00000000..4deb8092 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson5.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6b6b2c241b0475e4b96bff349f900292 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProfessionalExclusive.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProfessionalExclusive.html new file mode 100644 index 00000000..4c0620cd --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProfessionalExclusive.html @@ -0,0 +1,236 @@ + + + + + + UMotion Manual - UMotion Pro + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

UMotion Pro Exclusive

The video tutorials in this playlist cover all features that are exclusive to UMotion Pro users.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProfessionalExclusive.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProfessionalExclusive.html.meta new file mode 100644 index 00000000..ce6c4422 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProfessionalExclusive.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a1b20fc0698934742913889419c769af +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProjectSettings.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProjectSettings.html new file mode 100644 index 00000000..9a2d60f7 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProjectSettings.html @@ -0,0 +1,328 @@ + + + + + + UMotion Manual - Project Settings + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Project Settings

+

Project Settings Window

Project Settings

+ + + + + + + + + + + + + + + + +
UI ElementDescription
Rig TypeDisplays the current animation rig type (Humanoid or Generic). Read only.
Legacy RigThis option can only be set for generic clips. The exported clips will be compatible with Unity's legacy animation system.
Chain Neighbour KeysWhen this option is enabled, the keys on the same frame of every channel in a property are linked (default: enabled). This ensures that each channel in e.g. the position property (x, y and z) has a key at the same frame.

Export Settings

These settings are used by the Clip Export Process.

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

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
File Format +
    +
  • Anim: Exports animation clips in Unity's proprietary *.anim file format.
  • +
  • Fbx Binary: Exports animation clips as binary *.fbx files.
  • +
  • Fbx ASCII: Exports animation clips as text (ASCII) *.fbx files. Text *.fbx files consume more disk space than binary files.
  • +
+ For FBX files it is also possible to select the file version. The default file version (2011) is tested to be compatible with most common 3D software. +
+
Please note that Blender does not support FBX files in ASCII format. +
Write Mode +
    +
  • Export As New File: The export operation creates a new file and overwrites an existing file.
  • +
  • Update Existing File: Exports animation clips into an existing file. Existing animation clips (takes) with a same name are overwritten. This is useful for attaching animations to an existing 3D model. Converts the existing file into the *.fbx format defined above.
  • +
+
Clip Treatment +
    +
  • One Clip Per File: Exports every animation clip of the UMotion project as separate file. The name of the file is the name the clip has in the UMotion project.
  • +
  • All Clips In One File: Exports all animation clips of the UMotion project into one file. Please note that the frame rate is defined globally in a *.fbx files. That means that all animaion clips in one *.fbx file have the same framerate. If the exported clips have different framerates, the framerate of the first exported clip defines the global framerate of the *.fbx file.
  • +
+
Keyframe Reduction +
    +
  • Lossless: Removes only redundant keys.
  • +
  • Lossy (Fbx only): Tries to reduce the Fbx file size by applying a key reduction strategy that tolerates a specified amount of error. This can greatly reduce the Fbx file size. Please note that usually the Fbx file size does not directly influence the size of a built game as Unity resamples the animation clips on import (i.e. for humanoid animations or if "Resample Curves" is enabled).
  • +
+
Position ErrorTolerated error threshold for position curves in generic units.
Rotation ErrorTolerated error threshold for rotation curves in generic units.
Scale ErrorTolerated error threshold for scale curves in generic units.
File ScaleThis scale is applied to *.fbx files when exporting. The default file scale is 0.01 to convert from Unity which uses meters to centimeters (usually used in *.fbx files). When the exported animation should be used on the Unity Asset Store, a file scale of 1 should be used.
Rotation OffsetSelect a bone/transform that should get a rotation offset applied in the exported file. This is useful if the exported animation isn't rotated correctly.
Destination Folder/File +
    +
  • When exporting One Clip Per File: Defines a directory where to export all animation clips as separate files.
  • +
  • When exporting All Clips In One File: Defines the file in which all animation clips should be exported to.
  • +
+
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProjectSettings.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProjectSettings.html.meta new file mode 100644 index 00000000..618c9aca --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProjectSettings.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f6e59c376050f1643b2015fbc99e063b +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/QuickStart.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/QuickStart.html new file mode 100644 index 00000000..7af3a1cb --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/QuickStart.html @@ -0,0 +1,240 @@ + + + + + + UMotion Manual - Quick Start Tutorial + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Quick Start Tutorial

Learn the basics of UMotion in less than 5 minutes.

+

Further reading

Links to additional learning material related to this lesson.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/QuickStart.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/QuickStart.html.meta new file mode 100644 index 00000000..aae4d0ab --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/QuickStart.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: dc4e53c9579d85644a941b8c4873ed55 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ReleaseNotes.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ReleaseNotes.html new file mode 100644 index 00000000..a494fab6 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ReleaseNotes.html @@ -0,0 +1,1034 @@ + + + + + + UMotion Manual - Release Notes + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Release Notes

This is an overview of all bug fixes and new features of UMotion. The manual version always corresponds to the UMotion software version.

Version Number Definition

+

Version Number Definition

+ + + + + + + + + + + + + + + + + + + + +
Version NumberDescription
Major VersionThe major version is only incremented for a new generation with major changes.
Minor VersionThe minor version is incremented every time a new feature was added or changed.
Patch or BetaDetermines if this is a patch ("p") or a beta ("b") version. Patch 0 is the initial version release and does not include the "p".
Patch or Beta VersionThe patch release is incremented with every version that contains only bug fixes or changes to the manual. The patch number always starts with 1. +
+
The beta version is incremented with every change related to the current beta generation (includes bug fixes, new features or changes to the manual). Beta versions are watermarked as "beta" in the Clip Editor and are not available via the Asset Store.


UMotion V1.22p03

New or Changed Features

None

Bug Fixes

    +
  • Fixed a null reference exception that appears in Unity 2018.4 when the "Unity Recorder" package is installed, a clip is selected in Unity Timeline and "Sync" is clicked in the Clip Editor.
  • +

Manual Changes

None



UMotion V1.22p02

New or Changed Features

None

Bug Fixes

    +
  • Fixed that clicking on the remove all animation layers button doesn't remove the keys of those layers. Creating a new animation layer afterwards thus contains the old keys.
  • +
  • Fixed that when adding an animation clip to the import dialog and more than 10 transforms of that animation clip do not exist in this project, the clip can not be imported.
  • +

Manual Changes

None



UMotion V1.22p01

New or Changed Features

None

Bug Fixes

    +
  • Selecting bones/transforms isn't possible when Pro Builder is not in object selection mode. As a consequence, UMotion now automatically sets Pro Builder into object selection mode whenever a UMotion bone is selected.
  • +

Manual Changes

None



UMotion V1.22

New or Changed Features

    +
  • Holding Alt while clicking on a constraint's foldout arrow (in Config Mode) now folds/unfolds all constraints.
  • +
  • The name of a "Custom Property Constraint" is now used as its title in the Config Mode constraint panel. This makes it easier to seek for custom properties even when they are folded.
  • +
  • It is now possible to assign the value of a setting of a "Custom Property Constraint" to all currently selected custom properties (in Config Mode).
  • +
  • "Custom Properties" are now automatically folded in the Config Mode constraint panel. This increases performance when huge number of custom properties are used.
  • +

Bug Fixes

    +
  • Fixed that the "Custom Property" constraint setup isn't displayed correctly in the Pose Editor when the Pose Editor's vertical scroll bar is visible.
  • +

Manual Changes

    +
  • Added a hint to the "Config Mod / Configuration" chapter describing how to fold/unfold all constraints at once.
  • +
  • Added a hint to the "Custom Property" chapter regarding mass apply of settings.
  • +


UMotion V1.21p01

New or Changed Features

None

Bug Fixes

    +
  • Fixed that switching the animation layer samples the current pose incorrectly if the animation contains a custom property in controller mode.
  • +

Manual Changes

None



UMotion V1.21

New or Changed Features

    +
  • Changing the framerate of an animation clip doesn't automatically scale the keys/events anymore (this gives the user more flexibility/choices). Keys/events can be manually scaled using the box tool in the dopesheet view.
  • +
  • When creating a new layer, the layer name text field is now automatically selected.
  • +
  • A new button was added to the playback navigation that allows toggling the playback stop behavior (i.e. return frame cursor to start or keep current position).
  • +
  • Changed default shortcut of "Focus Camera" to F (same is in Unity).
  • +
  • When no UMotion project is loaded, an info message is now shown that indicates that a project can be opened via the "File" menu.
  • +
  • The animation layers are now accessible via the UMotion API. This makes it easy to write a custom script that exports the same animation clip several times with different animation layers being active.
  • +

Bug Fixes

    +
  • Fixed that the shortcuts of the playback settings add their changes to the undo stack while pressing the corresponding UI button don't.
  • +
  • Fixed that *.FBX export only works correctly when the base layer is selected.
  • +
  • Fixed that assigning a GameObject to the Pose Editor while in prefab mode is not prevented.
  • +

Manual Changes

    +
  • Updated the "Clip Editor/Main Navigation/Clip Settings" chapter related to the changed framerate editing behavior.
  • +
  • Updated the "Clip Editor/Playback Navigation" chapter based on the new button that has been added to the playback navigation area.
  • +
  • Updated the "UMotion API" chapter based on the added functionalities.
  • +


UMotion V1.20p08

New or Changed Features

None

Bug Fixes

    +
  • Fixed that animation curves of a generic animation where the left tangent of the first key or the right tangent of the last key is set to "weighted" isn't played by Unity's animation system.
  • +

Manual Changes

None



UMotion V1.20p07

New or Changed Features

None

Bug Fixes

    +
  • Regression: Fixed that moving the frame cursor (green arrow) directly after playback stopped (due to reaching the end) doesn't update the pose of the character.
  • +

Manual Changes

None



UMotion V1.20p06

New or Changed Features

None

Bug Fixes

    +
  • Fixed that the "toggle IK Pinning" shortcut (I) isn't disabled in additive animation layers.
  • +
  • Fixed that "Auto Key" and "IK Pinning" doesn't work after animation playback finished due to reaching the end (and not moving the frame cursor in the meantime).
  • +
  • Fixed that undoing the creation of a rotation key in an additive layer causes the pose to be sampled incorrectly when switing back to the base layer.
  • +
  • Fixed that restarting UMotion while any script in the current Unity project has a syntax/compilation error keeps the "Reloading Assemblies" dialog opened.
  • +
  • Fixed that sometimes an error message "Unable to resolve reference " is displayed when importing UMotion for the first time (or in some cases when starting Unity).
  • +

Manual Changes

None



UMotion V1.20p05

New or Changed Features

None

Bug Fixes

    +
  • Fixed that curve of the CustomPropertyConstraint in "Animator Paramameter" mode isn't exported with normalized frame times when exporting as *.FBX.
  • +

Manual Changes

None



UMotion V1.20p04

New or Changed Features

None

Bug Fixes

    +
  • Fixed that the CustomPropertyConstraint doesn't preview animated material properties.
  • +
  • Fixed that when the CustomPropertyConstraint animates the "GameObject.SetActive" property it doesn't reset it to it's default value when switching to Config Mode.
  • +

Manual Changes

None



UMotion V1.20p03

New or Changed Features

None

Bug Fixes

    +
  • Regression: Fixed an exception that is thrown when opening a custom Unity editor layout that contains UMotion windows.
  • +
  • Fixed that UMotion automatically saves all files to disk (and not letting Unity decide when to write changes to disk). This works around a Unity bug that freezes Untiy on Mac OS and Linux when the Unity preferences setting "Verify Save Assets" is enabled and UMotion is opened.
  • +
  • Fixed that FBX exporter exports animated properties even if they are disabled (Config Mode) or have no key frames.
  • +
  • Regression: Fixed that when selecting multiple keys in the Dopesheet they get immediately deselected if the property (e.g. rotation) of the last selected key is not enabled on the bone/transform of the first selected key.
  • +
  • Regression: Fixed that an animated property stays selected when it is disabled.
  • +
  • Regression: Fixed that selected properties/keys in the Clip Editor are deselected when any other UI control (e.g. button, text box,...) is clicked.
  • +

Manual Changes

None



UMotion V1.20p02

New or Changed Features

None

Bug Fixes

    +
  • Regression: Fixed an exception that is thrown when using a tool assistant window while pivot is set to "global".
  • +
  • Fixed that keypad enter can't be used to confirm changes of input fields.
  • +
  • Fixed that typing a value into a tool assistant window and selecting a different bone applied the changed value to that bone.
  • +

Manual Changes

None



UMotion V1.20p01

New or Changed Features

None

Bug Fixes

    +
  • Regression: Fixed that bones/transforms get deselected whenever a key is created (either manually or via "Auto Key").
  • +
  • Fixed an endless loop when a GameObject is assigned to the Pose Editor that doesn't contain all bones/transforms defined in the UMotion project.
  • +
  • Fixed that transforms with spherical shape had a box shaped collider.
  • +
  • Fixed that bone/transform colliders aren't at the correct position when using UMotion in (paused) play mode.
  • +
  • Fixed that frame cursor doesn't return to the start position after playback stopped.
  • +
  • Fixed that minimizing the maximized Clip Editor closed the current UMotion project.
  • +

Manual Changes

None



UMotion V1.20

New or Changed Features

    +
  • Selecting keys in the dopesheet now automatically selects the related animated property and the related bone/transform.
  • +
  • Copy & paste reworked: It's now possible to copy & paste between compatible animated properties.
  • +
  • Key context menu entry "Select in Scene View" renamed to "Select and Set Frame Cursor".
  • +
  • New minimum requirement for UMotion is Unity 2017.4 (or higher).
  • +
  • UMotion now uses assembly definition files for all *.cs files. If desired, UMotion can thus now be placed inside a "Plugins" folder.
  • +
  • Channels that are not allowed to contain keys in an additive layer are now greyed out in the Animated Properties List.
  • +
  • UMotion isn't installed to the "Editor Default Resources" folder anymore.
  • +

Bug Fixes

    +
  • Fixed that the Child-Of constraint doesn't correctly calculate the position/rotation when the animated character is scaled.
  • +
  • Fixed that "select all" in curves view selectes also keys of curves that are hidden (via the eye symbol in the animated properties list).
  • +
  • Fixed that hiding a curve in curves view via the eye symbol in the animated properties list, doesn't deselect selected keys of that curve.
  • +
  • Fixed that the tool assistant window isn't correctly displayed in the scene view when "Aura 2" asset is installed in the Unity project.
  • +
  • Fixed that the move tool doesn't allow moving the hips and the IK pinned legs simultaneously.
  • +
  • Fixed that the label in the animation event function search window was truncated.
  • +
  • Fixed that it was possible to add keys to channels that are not allowed to contain keys in an additive layer (e.g. the Child-Of Parent channel).
  • +

Manual Changes

    +
  • Updated "Dopesheet / Curves View" chapter based on the changed context entry menu.
  • +
  • Changed minimum required Unity version to 2017.4 on first page of manual.
  • +
  • Removed known issues that are related to Unity versions older than 2017.4.
  • +
  • Updated the UMotion folder description in the "Getting Started" chapter.
  • +


UMotion V1.19p03

New or Changed Features

None

Bug Fixes

    +
  • Fixed that custom joints/transforms (like the IK handles) are displayed with the wrong size if a Unity UI canvas is within the GameObject's hierarchy.
  • +
  • Fixed that right-click on key then clicking on "Left Tangent --> Constant" automatically sets the right tangent to constant, too. The expected behavior would be that the right tangent is set to "free" instead.
  • +
  • Fixed an error message that is shown when the "Sync" button is clicked when the "Unity Recorder" package is installed in Unity 2018.4.
  • +
  • Fixed that quaternion rotation curves of generic animation clips aren't exported correctly if the last scale curve in the animation has no key.
  • +

Manual Changes

None



UMotion V1.19p02

New or Changed Features

None

Bug Fixes

    +
  • Fixed that in some cases animated characters got invisible in the scene view.
  • +
  • Fixed an exception that is thrown when UMotion is installed without the UMotion manual.
  • +

Manual Changes

None



UMotion V1.19p01

New or Changed Features

    +
  • Experimental: Setting to instruct UMotion to directly create root motion curves for humanoid *.anim files.
  • +

Bug Fixes

    +
  • Fixed that control is used instead of command for shortcuts and various other actions (like multi-selecting) on Mac.
  • +
  • Fixed that the delete shortcut doesn't work on Mac.
  • +
  • Fixed the naming of the shortcut modifiers in the preferences window on Mac.
  • +
  • Fixed that sometimes the dopesheet is zoomed while the animated properties list is scrolled via the touchpad on Mac.
  • +

Manual Changes

    +
  • Added descriptions of the new root motion settings in the "Clip Settings" chapter.
  • +


UMotion V1.19

New or Changed Features

    +
  • All input fields now support mathematical expressions (e.g. "5+4").
  • +
  • The position/rotation/scale properties of generic bones can now be enabled/disabled in config mode. This is useuful for reducing the number of animated properties displayed in the Clip Editor.
  • +
  • The IK Setup Wizard now automatically hides the scale properties of the IK Handle and the IK Pole Handle.
  • +

Bug Fixes

    +
  • Fixed that the keys of the IK pole rotation property contribute to the total clip length even though the pole rotation property isn't used (because a pole target is used instead).
  • +
  • Fixed that the playback end cursor (white arrow) was reset to the clip end when switching clips.
  • +
  • Fixed an exception that is thrown when exporting an animation with a custom component property where the related component is missing.
  • +

Manual Changes

    +
  • Fixed a typo in the "UMotion API" chapter.
  • +
  • Added a description of the new "Properties" setting to the "Pose Editor/Config Mode/Configuration" chapter.
  • +


UMotion V1.18p01

New or Changed Features

None

Bug Fixes

    +
  • Fixed an exception that is thrown when copying an euler rotation key to a quaternion rotation property or the other way around.
  • +
  • Fixed an exception that is thrown when importing a umotion project that contains animation layers into another umotion project.
  • +
  • Fixed an exception that is thrown when importing an animation clip and a custom property constraint is used.
  • +
  • Added a workaround for a Unity GUI bug that causes an exception under specific circumstances when the rotation tool assistant window is shown.
  • +
  • UMotion now ignores an exception that is thrown by 3rd party code when UMotion changes the Unity editor's playmode.
  • +

Manual Changes

None



UMotion V1.18

New or Changed Features

    +
  • All scriptable render pipelines (LWRP, HDRP, custom SRP) are now officially supported.
  • +
  • Added an official UMotion scripting API.
  • +
  • Improved the behaviour when copying & pasting rotation keys from one clip to the other when the clips use different rotation modes.
  • +

Bug Fixes

    +
  • Fixed an incompatibility issue with Bolt 2.0.
  • +
  • Fixed an exception that is thrown when a GameObject with bones/transforms that contains slashes in their names has been added to the Pose Editor.
  • +
  • Fixed that an inactive GameObject that is assigned to the Pose Editor is deleted.
  • +
  • Fixed that exporting an FBX fails if the animated GameObject's root has one direct child with the exact same name as the root.
  • +

Manual Changes

    +
  • Added the "UMotion API" chapter.
  • +


UMotion V1.17p06

New or Changed Features

None

Bug Fixes

    +
  • Fixed that enabling IK Pinning rotated the IK target in a wrong way in case the character's root is rotated.
  • +
  • Fixed that the global move tool assistant doesn't work correctly when moving a transform that is controlled by a Child-Of constraint.
  • +

Manual Changes

None



UMotion V1.17p05

New or Changed Features

None

Bug Fixes

    +
  • Reverted the fix applied in V1.17p04 regarding the offset of the "UMotion Lock" hierarchy label as the problem has been fixed in Unity 2019.1.1f1 and higher.
  • +
  • Fixed that applying a GameObject to the Pose Editor causes the whole screen to get black when HDRP is used. Rendering will still appear darker then it should, this is caused by a Unity bug and has been reported to Unity.
  • +

Manual Changes

None



UMotion V1.17p04

New or Changed Features

None

Bug Fixes

    +
  • Fixed an exception that is thrown when a GameObject is assigned to the Pose Editor in Unity 2019.1 when HDRP is used.
  • +
  • Fixed that when using the rect selection to select a master key, read-only key are also selected.
  • +
  • Fixed that pressing "Space" in the Clip Editor in Unity 2019.1 opened the Clip selection popup instead of exectuing the shortcut assigned to "Space".
  • +
  • Fixed that the "UMotion Lock" hierarchy label has an offset in Unity 2019.1.
  • +

Manual Changes

None



UMotion V1.17p03

New or Changed Features

None

Bug Fixes

    +
  • Fixed rig rendering when HDRP/LWRP are used.
  • +
  • Fixed an error message that is shown when clicking the clear button in the Pose Editor when HDRP is used.
  • +
  • Fixed an exception that is thrown under specific circumstances when a GameObject is applied to the Pose Editor.
  • +
  • Catched an exception that is thrown under specific circumstances when clicking the "Sync" button and replaced it with an error message.
  • +

Manual Changes

    +
  • Added "IK pinned hand/foot jitter's in the exported animation" to the "Exporting Animations FAQ".
  • +
  • Added the video "Episode 3: Customizing an animation for a RPG" to the "Video Tutorials" chapter.
  • +
  • Added the video "Episode 4: Unity Timeline & Weighted Tangents" to the "Video Tutorials" chapter.
  • +


UMotion V1.17p02

New or Changed Features

None

Bug Fixes

    +
  • Fixed a regression (introduced in V1.16p03) that caused scaled GameObjects to offset their position when they are applied to the Pose Editor.
  • +

Manual Changes

None



UMotion V1.17p01

New or Changed Features

None

Bug Fixes

    +
  • Fixed that rotation continuity wasn't always ensured when exporting an animation clip as humanoid *.anim.
  • +
  • Exceptions that are thrown by any non UMotion script in the OnProjectChanged() callback while UMotion imports an animation are ignored now.
  • +
  • Fixed an exception that is thrown when a component property that is animated in the current UMotion project is removed from the component's script.
  • +
  • Exceptions that are thrown by any non UMotion script in the OnDisabled() callback when UMotion is removing a GameObject from the Pose Editor are ignored now.
  • +
  • Fixed an exception that is thrown when an animation clip is imported that contains a humanoid property with no key frames.
  • +
  • Fixed that the curve editor's context menu item "Edit Key" could be clicked (and thus lead to an exception) when an event was selected but no key.
  • +
  • Fixed that data that is re-created by undo/redo still has it's old event listeners registered.
  • +
  • Ignores exceptions that are thrown by other scripts when AssetImporter.SaveAndReimport() is called when importing animations into UMotion.
  • +

Manual Changes

None



UMotion V1.17

New or Changed Features

    +
  • Clearing a GameObject from the Pose Editor but keeping the current pose in scene is now possible by clicking the dropdown arrow next to the "Clear" button.
  • +
  • Reworked the GameObject locking mechanism ("UMotion Lock") to better incoperate with Unity's new prefab workflow (introduced in Unity 2018.3).
  • +
  • When syncing UMotion with Unity Timeline, the animated GameObject isn't temporarly removed from Unity Timeline anymore.
  • +
  • It is not possible to create a prefab of a GameObject that is locked by UMotion anymore.
  • +

Bug Fixes

    +
  • Fixed an exception that is thrown when a GameObject that is a child in new prefab (Unity 2018.3 or above) is applied to the Pose Editor.
  • +
  • Fixed an exception that is thrown when Unity is started and the project contains a prefab with a UMotionLock component.
  • +
  • Fixed that the FBX exporter doesn't export the clip settings correctly (e.g. loop, start frame, end frame,...).
  • +
  • Fixed that modal windows aren't automatically closed when the parent window is closed.
  • +
  • Fixed an exception that is thrown when clicking on the File menu (Clip Editor) and there are backup files with an invalid name in the backup directory.
  • +

Manual Changes

    +
  • "Unity Timeline Integration" chapter: Updated text to indicate that GameObjects aren't removed from Timeline anymore.
  • +
  • Updated the "Pose Editor" chapter based on the latest implementation changes.
  • +


UMotion V1.16p03

New or Changed Features

None

Bug Fixes

    +
  • Fixed that when an *.FBX file is exported again by UMotion the Animator Controller looses the reference to animation clips contained in that *.FBX file.
  • +
  • Fixed a regression (introduced in V1.16p02) causing IK on generic bones to not beeing exported to *.anim correctly.
  • +
  • Fixed that UMotion's animation preview doesn't preview the root position of a generic animation correctly if the root transform is scaled.
  • +
  • Fixed that the interpolation of rotation curves of generic animations is slightly different when exported to *.anim (than in UMotion).
  • +
  • Fixed that euler/quaternion continuity for generic bones that used multiple layers or constraints wasn't ensured when exported to *.anim.
  • +
  • Fixed wrong method name in GUICompatibilityUtility.cs.
  • +
  • Fixed an exception that is thrown when a corrupted humanoid character is applied to the pose editor.
  • +

Manual Changes

None



UMotion V1.16p02

New or Changed Features

None

Bug Fixes

    +
  • Fixed that rotation curves of a generic animation aren't exported correctly to *.anim when an IK constraint is applied to a sibling or a parent in the hierarchy.
  • +
  • Fixed an exception when clicking on "OK" in the "Add Mirror Mapping" dialog when the "Mirror Mapping" dialog has already been closed.
  • +

Manual Changes

None



UMotion V1.16p01

New or Changed Features

None

Bug Fixes

    +
  • Fixed compile errors in Unity 2019.1 when the Unity Timeline package isn't installed.
  • +
  • A broken animation clip can now be detected and automatically deleted to prevent exceptions caused by that clip.
  • +
  • The animation export now skips animation clips that are faulty instead of generating unhandled exceptions.
  • +
  • Fixed that the *.FBX exporter on Mac OS exports wrong values for rotation curves under some circumstances.
  • +
  • Fixed that auto key ("generate") creates keys when keys are dragged in the Dopesheet.
  • +
  • Changed all materials in the example scene to use an "Unlit" shader so that they are displayed correctly across each render pipeline.
  • +

Manual Changes

None



UMotion V1.16

New or Changed Features

    +
  • Line numbers are now displayed in exception stack traces.
  • +
  • Added a warning messages to the animation importer when a bone/transform that is animated in the imported animation is locked in the UMotion project. Furthermore a dialog appears that asks if the locked bones/transforms should be automatically re-configured to show the animation.
  • +
  • Improved the text that is displayed in the "Channels" section of the Pose Editor when a locked bone/transform is selected.
  • +
  • Added helping links to the export settings and the export log window that refer to the "Exporting Animations FAQ".
  • +
  • Added a warning dialog when a GameObject is assigned to the Pose Editor for the first time and bones/transforms have duplicate names.
  • +
  • Added an error message when exporting *.fbx animations and duplicate names are found in bones/transforms.
  • +
  • Added a "Tip" to the clip import dialog regarding humanoid animator IK.
  • +

Bug Fixes

    +
  • Fixed that UMotion windows are closed everytime Unity is opened (happens only in HDRP projects).
  • +
  • Fixed that a script with an obfuscated name is shown in the "Add Component" menu.
  • +
  • Fixed that the description in the "Key Dialog" window is cut off.
  • +
  • Fixed that UMotion thinks it crashed if a 3rd party script throws an exception in "MonoBehaviour.OnValidate()".
  • +
  • Fixed that some special operations (e.g. deleting only a single key and then closing the project) don't set the umotion project dirty thus are not stored.
  • +

Manual Changes

    +
  • Added a new chapter "Exporting Animations FAQ". Helps troubleshooting issues related to exporting animations.
  • +


UMotion V1.15p04

New or Changed Features

None

Bug Fixes

    +
  • Fixed that the camera isn't rendered correctly when a character is applied to the pose editor due to HD render pipeline's fog.
  • +
  • Fixed that it's not possible to assign a shortcut to "Frame View" (Curves).
  • +
  • Fixed a crash when trying to create a "Custom IK" chain with the IK Setup Wizard when the target bone is locked.
  • +

Manual Changes

None



UMotion V1.15p03

New or Changed Features

None

Bug Fixes

    +
  • Fixed wrong text rendering in all UMotion windows when UMotion is used together with Unity's new editor skin.
  • +
  • Fixed an exception that is thrown when the IK handel's parent is set to be the IK target and the operation is undone and then redone.
  • +
  • Fixed a compile error when using UMotion in Unity 2019.1.
  • +

Manual Changes

None



UMotion V1.15p02

New or Changed Features

None

Bug Fixes

    +
  • Fixed that continuity was not ensured for quaternion curves of exported *.anim files.
  • +
  • Fixed a crash that appears when the curves view is opened, selection syncing between Pose and Clip Editor is enabled and the opened animation clip is deleted.
  • +
  • Fixed a crash that can appear on Linux/Mac OS under certain circumstances when UMotion is opened/reloaded after an assembly reload.
  • +
  • Fixed a crash that appears under certain circumstances when pressing the "Cleanup" button in Config Mode and selection syncing is enabled.
  • +

Manual Changes

None



UMotion V1.15p01

New or Changed Features

None

Bug Fixes

    +
  • Fixed an exception that is thrown when having multiple keys selected in the Curves View, editing their value via the "Edit Keys" context menu and then scaling the keys via the rect tool before the "Edit Keys" dialog is closed.
  • +
  • Fixed an exception that is thrown when right clicking in the Curves View when no animated property is selected.
  • +
  • Fixed that UMotion accidentally thinks that it crashed when other assets throw an exception in OnWillSaveAssets() while UMotion is restoring the animation compression setting while importing an animation clip.
  • +
  • Fixed that when the synchronized selection is enabled, the curve view displays a curve even though no animated property is selected anymore.
  • +

Manual Changes

None



UMotion V1.15

New or Changed Features

    +
  • Added a new button "↔ Clip Editor" to the Selection section in the Pose Editor. When enabled, the selection of the Pose Editor and of the Clip Editor is synchronized. This mode is enabled by default.
  • +
  • Added a new menu item "Select Property Keys in Clip Editor" to the context menu of the Channels section in the Pose Editor.
  • +
  • Added a new menu item "Select All keys" to the contex menu of the Animated Properties List.
  • +
  • Selecting a property in the Animated Properties List in the Clip Editor, doesn't select all keys of that property anymore.
  • +
  • Generic animation clips exported as *.anim now show the root motion settings in the Inspector.
  • +
  • Vertex weight visualization has been removed due to incompatibility with newer Unity versions.
  • +
  • Added a "duplicate clip" button to the Clip Editor.
  • +
  • Decreased the space required by the Playback Navigation bar in order to ensure that all buttons are visible even on small screens.
  • +
  • Added a "Select In Scene" menu item to the Dopesheet/Curves View context menu. Can also be triggered by holding alt while selecting a key.
  • +
  • Added a context menu to the time ruler. Can be used to set the playback start/end frame.
  • +
  • Added a "Crop" feature that allows cropping whole animation clips. The start/end frame is defined by the playback start/end frame. The feature can be reached via "Edit / Crop to Playback" or via the context menu in the Dopesheet/Curves View.
  • +
  • Added a "Reverse" feature that allows reversing selected keys of an animation clip. The feature can be reached via "Edit / Reverse" or via the context menu in the Dopesheet/Curves View.
  • +

Bug Fixes

    +
  • Fixed that the last selected clip name is displayed in the popup button of the Clip Editor even if the project is already closed.
  • +
  • Fixed that the tangent mode of keys of generic animation clips wasn't exported correctly in Unity 5.5 and Unity 5.6.
  • +
  • Fixed that the rect tool handles aren't calculated correctly when child-of keys are selected.
  • +
  • Fixed that reversing the child-of constraint via the rect tool isn't reversing the constant interpolated curve correctly.
  • +
  • Fixed that when an IK driven bone is selected in the IK rig layer, tools manipulated the corresponding FK bone. The tool should do nothing instead.
  • +

Manual Changes

    +
  • Added a description of the new button in the Selection chapter of the Pose Editor.
  • +
  • Updated the description of the context menu in the Channels chapter.
  • +
  • Updated the description of the context menu in the Animated Properties List chapter.
  • +
  • Removed the descriptions related to the vertex weight visualization from the "Pose Editor -> Options" and "Pose Editor -> Display" chapters.
  • +
  • Added a description of the new "duplicate clip" button to the "Clip Editor -> Main Navigation" chapter.
  • +
  • Updated the screenshots in the "Clip Editor" and "Clip Editor -> Playback Navigation" chapters.
  • +
  • Added descriptions for the new menu items in the "Clip Editor -> Menu Bar -> Edit" chapter.
  • +
  • Added descriptions for the new menu items in the "Clip Editor -> Dopesheet / Curves View" chapter.
  • +


UMotion V1.14p01

New or Changed Features

None

Bug Fixes

    +
  • Fixed that white boxes randomly appeared on some PCs as soon a character is assigned to the Pose Editor.
  • +
  • Fixed that the text in the Shortcut Binding Dialog has no word wrap.
  • +
  • Fixed that euler continuity wasn't ensured when using "Copy To Other Side" in combination with "Auto Key".
  • +
  • Fixed that transforms that don't exist in an *.FBX file that is updated by the exporter cause an error message even if their visibility is set to "Locked" in UMotion.
  • +
  • Fixed a compile error in Untiy 2018.3 and added support for the new "ApplySceneOffsets" mode in Unity Timeline's animation tracks.
  • +
  • Fixed that the FBX exporter exported events on the wrong frame position.
  • +

Manual Changes

None



UMotion V1.14

New or Changed Features

    +
  • The Auto/Clamped Auto tangent mode has been reworked. In case the clip is looped, it now calculates the tangents of the first and last key in such a way that they interpolate seamlessly.
  • +
  • Improved the wording of the \"This clip is not compatible with this project.\" error message shown when importing a generic animation that uses an incompatible rig.
  • +

Bug Fixes

    +
  • Fixed a crash that appears when importing a clip from a umotion project with a child-of curve that has no parent selected into an existing umotion project.
  • +
  • Fixed a GUI related crash that can appear under very specific circumstances.
  • +
  • Fixed a crash in Unity 2018.2 when synchronized with Unity Timeline and playback is stopped.
  • +
  • Fixed that *.anim export always exported clips at 60 fps in Unity 2018.2.
  • +

Manual Changes

    +
  • Updated the "Playback Navigation", "Clip Settings" and "Dopesheet / Curves View" chapters based on the changes of the Auto/Clamped Auto tangent mode.
  • +


UMotion V1.13p02

New or Changed Features

None

Bug Fixes

    +
  • Fixed that the text in the "Calibrate Character Front" (IK Setup Wizard) window was truncated.
  • +
  • Fixed an exception that is thrown when exporting an animation clip that has invalid characters in it's name.
  • +
  • Fixed an exception that is thrown when the FBX SDK dll wasn't updated correctly when installing a UMotion update.
  • +
  • Fixed an exception that is thrown under very specific circumstances when clearing the animated GameObject from the Pose Editor.
  • +
  • Implemented a workaround for the "TypeLoadExcpetion" that is thrown every time when Unity 2018.2 is opened.
  • +
  • Implemented a workaround for the GUI textures beeing randomly unloaded by Unity 2018.2.
  • +
  • Fixed an exception that appears under specific circumstances when enabling vertex weight rendering.
  • +
  • Fixed an exception that is thrown when "Cleanup" is pressed and IK chain members are thus removed.
  • +

Manual Changes

None



UMotion V1.13p01

New or Changed Features

None

Bug Fixes

    +
  • Fixed GUID conflicts.
  • +

Manual Changes

None



UMotion V1.13

New or Changed Features

    +
  • The *.fbx file scale can now be defined in the export settings.
  • +
  • Export to FBX is now also supported on Mac OSX.
  • +
  • The dopesheet context menu now also displays the "Add keys To All Properties" item when a master key or an animation event was clicked.
  • +
  • The context menu that is used to switch between animation clips is now sorted alphabetically.
  • +

Bug Fixes

    +
  • Fixed an exception that is thrown when the About Dialog is opened.
  • +
  • Fixed an exception that is thrown when exporting a *.fbx animation and the defined export directory does not exist.
  • +
  • Fixed that the total *.fbx file grows with each export when updating an existing *.fbx file.
  • +
  • Fixed that the framerate isn't correctly exported when exporting as *.fbx.
  • +
  • Fixed that root motion isn't previewed correctly when the animated character is scaled.
  • +
  • Fixed an exception that can occur under specific circumstances when clicking on the "Calibrate Character Front" button in the IK setup wizard.
  • +
  • Fixed an exception that can occur under specific circumstances when creating a humanoid IK rig using the IK setup wizard.
  • +
  • Fixed an exception that is thrown when exporting a clip that has a custom property in "component property" mode with no GameObject assigned.
  • +
  • Fixed an exception that is thrown when pressing CTRL + D while dragging keys in the Clip Editor.
  • +

Manual Changes

    +
  • Added a description of the "File Scale" property in the "Clip Editor / Main Navigation / Project Settings" chapter.
  • +
  • Updated the "Import/Export" chapter based on the latest changes.
  • +


UMotion V1.12p03

New or Changed Features

None

Bug Fixes

    +
  • Fixed an exception that is thrown when opening a umotion project that has keys at frames below 0.
  • +
  • Installed a workaround for a bug in Unity 2018.2 that causes most GUI labels to be displayed incorrectly.
  • +
  • Installed a workaround for a bug in Unity 2018.2 that causes the colliders of the bones not to update.
  • +
  • Fixed a few exceptions that are thrown under very specific circumstances by the GUI system.
  • +

Manual Changes

None



UMotion V1.12p02

New or Changed Features

None

Bug Fixes

    +
  • Fixed that when the Child-Of Parent (or IK Pinning) property is changed, existing keys are not updated correctly.
  • +
  • Fixed an exception that is thrown in various scenarios when using a Child-Of (IK Pinning) constraint.
  • +
  • Fixed an exception that is thrown in some specific scenarios when creating keys via the key selected dialog.
  • +
  • Fixed an exception that can occur on Mac OS when the Clip Editor window is opened.
  • +
  • Fixed an exception that can be thrown under specific circumstances when a project is closed.
  • +
  • Fixed an exception that can be thrown under specific circumstances when a project is imported.
  • +

Manual Changes

None



UMotion V1.12p01

New or Changed Features

None

Bug Fixes

    +
  • Fixed an exception that is thrown when deleting two animation clips in sequence while the curves view is visible.
  • +
  • Fixed an exception that is thrown when undoing the creation of a new project (when another project was previously opened).
  • +
  • Undoing/redoing switching between UMotion projects is not supported anymore as there a various cornern cases that can cause exceptions.
  • +

Manual Changes

    +
  • Added a video tutorial chapter for tutorials created by the Youtuber "Jayanam".
  • +


UMotion V1.12

New or Changed Features

    +
  • The core architecture was reworked in order to gain major performance improvements (especially when editing large animation clips).
  • +
  • Support for Unity 5.4 is deprecated. Please use Unity 5.5 or higher or keep using UMotion V1.11p02.
  • +
  • The "<unity-project>/UMotionAutoBackups" folder was moved to "<unity-project>/UMotionData/AutoBackups".
  • +

Bug Fixes

    +
  • Fixed an exceptions that is thrown on Mac OS when a UMotion dialog window is opened.
  • +
  • Fixed that "File Format Changed" dialog is not shown when UMotion automatically openes the last used project.
  • +
  • Fixed that "File Format Changed" dialog is not shown when opening a project via the "Recently Opened Projects" menu item.
  • +
  • Fixed error messages that appear in the Unity Console regarding an invalid scale being assigned.
  • +
  • Fixed an endless loop when opening the curves view when the whole animation only has keys at the first frame.
  • +

Manual Changes

    +
  • Removed the description of known issue related to Unity versions that aren't supported anymore.
  • +


UMotion V1.11p02

New or Changed Features

None

Bug Fixes

    +
  • Fixed that all tangents instead of only the selected ones are inverted when applying a negative scale with the box tool.
  • +
  • Fixed that free tangents aren't inverted correctly by the box tool.
  • +
  • Fixed an exception that is thrown clicking on an animated property using ALT + Left Mouse Button and no GameObject is assigned to the Pose Editor.
  • +
  • Fixed an exception that is thrown when a GameObject that is currently locked by UMotion is duplicated (by duplicating a parent transform of it) as soon as "Clear" is pressed in the Pose Editor.
  • +
  • Fixed a potential exception that can occure when dragging keys over existing keys.
  • +
  • Fixed an exception that is thrown when exporting in "Update existing FBX mode" and the FBX file that should be updated has been deleted.
  • +
  • Fixed an exception that is thrown when exporting an animation clip and a constraint dependency loop is detected.
  • +
  • Fixed various exceptions that appear when bones in an IK chain do not exist in the current animated GameObject.
  • +

Manual Changes

None



UMotion V1.11p01

New or Changed Features

    +
  • The "Quick Start Tutorial" is now shown in the welcome screen.
  • +

Bug Fixes

    +
  • Fixed that tangent properties aren't inverted when keys are inverted using the box tool.
  • +
  • Ignoring an exception that is caused by a Unity bug in 2018.2.0 when AssetDatabase.Refresh() is called.
  • +
  • Fixed a null reference exception that appears under specific circumstances when editing an animation clip of a Unity Timeline sequence.
  • +
  • Fixed a null reference exception that appears under specific circumstances when using the IK Setup Wizard.
  • +
  • Fixed that the rotation tool assistant window width is too small in some specific situtations.
  • +
  • Fixed that the clip name of an animation clip that is exported for the first time isn't displayed in the title of the export progress bar dialog.
  • +

Manual Changes

    +
  • Added a "Quick Start Tutorial" to the Video Tutorials chapter.
  • +


UMotion V1.11

New or Changed Features

    +
  • Added FBX export functionality.
  • +
  • Added export settings to the project settings window. The export settings can also be reached via "File / Export / Export Settings".
  • +
  • Added Autodesk® FBX® copyright notice to "About" window.
  • +
  • Reduced the time consumed for exporting a humanoid animation that uses IK by 50%.
  • +
  • The export process now displays progress bars.
  • +
  • The "Unapplied Modifications" dialog displayed when switching from Config Mode to Pose Mode now offers an option to directly save the referenc pose.
  • +
  • Improved the Curves View: Curves now correctly preview how they behave after the clips last frame (loop, root motion).
  • +
  • Added box editing tool to the Clip Editor: Provides easy scaling of keys and events.
  • +
  • Added "ripple" mode when dragging or scaling keys/events (activated by holding R).
  • +
  • Improved the Rotation Tool Assistant.
  • +

Bug Fixes

    +
  • Fixed an exception that is thrown when pressing the "Focus Camera" shortcut in some specific scenarios.
  • +
  • Fixed an exception that is thrown when all IK chain members are masked and the IK target's visibility is set to "locked".
  • +
  • Fixed an exception that is thrown in Pose Mode when all IK chain members of an IK constraint are masked.
  • +

Manual Changes

    +
  • Added Autodesk® FBX® copyright notice to "Credits" chapter.
  • +
  • Added Eigen copyright notice to "Credits" chapter.
  • +
  • Updated "Clip Editor / Main Navigation / Project Settings" chapter based on latest implementation changes.
  • +
  • Updated "Clip Editor / Import/Export" chapter based on latest implementation changes.
  • +
  • Updated "Pose Editor / Tool Assistant" chapter based on latest implementation changes.
  • +


UMotion V1.10p04

New or Changed Features

None

Bug Fixes

    +
  • Fixed an exception that is thrown when importing an *.anim file that has key frames with invalid tangent modes.
  • +
  • Fixed an exception that is thrown under very specific conditions when assigning a humanoid GameObject to the Pose Editor.
  • +
  • Fixed an exception that is thrown under very specific conditions when pressing Tab (= switch edit mode shortcut) when no preview object is selected in the Pose Editor.
  • +
  • Improved exception handling so that other assets that throw exceptions in events like OnProjectChange() don't break UMotion's functionality.
  • +
  • Fixed exceptions that are thrown when AssetDatabase methods issue a nested OnGUI call.
  • +

Manual Changes

None



UMotion V1.10p03

New or Changed Features

None

Bug Fixes

    +
  • Fixed an exception that is thrown when clicking on "Window --> UMotion Editor --> Manual" when the Clip Editor is not opened.
  • +
  • Fixed an exception that is thrown when clicking on "Window --> UMotion Editor --> Video Tutorials" when the Clip Editor is not opened.
  • +
  • Fixed an exception that is thrown by the rotation tool assistant under very specific circumstances.
  • +
  • Fixed an exception that is thrown when undo is performed after the UMotion project file was deleted.
  • +
  • Fixed that UMotion windows are closed when restarting UMotion (regression V1.10p02).
  • +
  • Fixed an exception that is thrown undoing the deletion of a Custom Property constraint, changing the mode then delete the Custom Property constraint again.
  • +
  • Fixed that undoing the deletion of a Custom Property Constraint, the error dialog "Empty name not allowed" is displayed every time the mode is changed.
  • +
  • Fixed an exception that is thrown when vertex weight visualization is enabled on meshes that have no boneWeights defined.
  • +

Manual Changes

None



UMotion V1.10p02

New or Changed Features

None

Bug Fixes

    +
  • Fixed an exception that is thrown under very specific circumstances when pasting in the Clip Editor.
  • +
  • Fixed a "ReflectionTypeLoadException" that is thrown under specific circumstances.
  • +
  • Fixed compatibility with Unity Timeline in Unity 2018.2 (beta).
  • +
  • Fixed an exception that is thrown under very specific circumstances when opening the Clip Editor for the first time.
  • +
  • Added a error message box instead of some undefined behaviour when assigning a child or a parent GameObject of the GameObject already locked by UMotion to the Pose Editor.
  • +
  • Fixed an exception that is thrown when assigning a GameObject with HideFlags.DontSave set.
  • +
  • Fixed an exception that is thrown when deleting the UMotion installation while a UMotion project (that is also deleted) is loaded in the Clip Editor.
  • +
  • Fixed an exception that is thrown when vertex weight visualization is enabled on a GameObject that has a SkinnedMeshRenderer with no bones.
  • +
  • Fixed an exception that is thrown by the IK Setup Wizard when a bone is selected as target that doesn't exist in the current animated GameObject.
  • +

Manual Changes

None



UMotion V1.10p01

New or Changed Features

None

Bug Fixes

    +
  • Fixed that the legacy GameObject "UMotion_EditorStatesSceneHelper" is only removed when UMotion is instantiated but not when a scene is opened.
  • +

Manual Changes

None



UMotion V1.10

New or Changed Features

    +
  • Added a backup system that automatically creates backups of the opened UMotion project (enabled by default).
  • +
  • The "Channels" section in the Pose Editor is now resizeable.
  • +
  • Added a search box to the "Channels" section of the Pose Editor.
  • +
  • Implemented an update/general notification system.
  • +
  • Added tooltips to settings shown in the preferences window.
  • +

Bug Fixes

    +
  • Fixed various GUI layout exceptions when running in the Linux editor.
  • +
  • Fixed an exception when clicking on "Focus Camera" when no SceneView window exists in the current editor layout.
  • +
  • Fixed that "Focus Camera" doesn't make the SceneView window visible when hidden by another window.
  • +

Manual Changes

    +
  • Updated "Clip Editor / Preferences" chapter based on latest implementation changes.
  • +
  • Updated "Pose Editor / Pose Mode / Channels" chapter based on latest implementation changes.
  • +
  • Updated "Clip Editor / Menu Bar / File" chapter based on latest implementation changes.
  • +


UMotion V1.09p05

New or Changed Features

None

Bug Fixes

    +
  • Fixed some Unity GUI Layout exceptions randomly appearing on Mac OS.
  • +

Manual Changes

None



UMotion V1.09p04

New or Changed Features

None

Bug Fixes

    +
  • Fixed various exceptions that are thrown when modifying keys via shortcuts (e.g. delete, paste,...) while they are dragged in the Clip Editor.
  • +
  • Fixed an exception that is thrown when pasting a key of a property that doesn't exist in the current project.
  • +
  • Fixed that dragging keys/events isn't stopped even though the window isn't focused anymore.
  • +
  • Fixed that auto key buttons aren't correctly placed in the UI layout.
  • +

Manual Changes

None



UMotion V1.09p03

New or Changed Features

None

Bug Fixes

    +
  • Fixed that animations aren't imported completely "lossless" (even though the key frame reduction is set to "lossless") resulting in some noticeable jitter.
  • +
  • Fixed an exception that is thrown when manipulating the transform hierarchy of a GameObject currently locked by UMotion.
  • +
  • Fixed that the "Reference Pose" text overflows the tab UI element (in the Config Mode panel).
  • +
  • Fixed that the "Properties" tab was slightly bigger than the other tabs (in the Config Mode panel).
  • +
  • Fixed an exception that is thrown when exporting humanoid animation clips (regression V1.09p02).
  • +

Manual Changes

None



UMotion V1.09p02

New or Changed Features

None

Bug Fixes

    +
  • Fixed an exception that is thrown when importing a generic animation in Unity 2017.1 or higher.
  • +
  • Fixed that exported euler rotations of generic animation clips differ from the euler curve created in UMotion.
  • +

Manual Changes

None



UMotion V1.09p01

New or Changed Features

None

Bug Fixes

    +
  • Fixed an exception that is thrown when assigning a GameObject to the Pose Editor in play mode.
  • +
  • Fixed that broken tangents don't work in Unity 5.5 and 5.6.
  • +

Manual Changes

None



UMotion V1.09

New or Changed Features

    +
  • Added additional menu items to the "Window/UMotion Editor" menu: "Manual", "Video Tutorials" and "Contact Support".
  • +
  • Extending UMotion Pro's functionality is now possible via the callback system. This allows using e.g. FinalIK inside UMotion or writing new constraints (e.g. a "Look-At" constraint).
  • +

Bug Fixes

    +
  • Enabled the workaround for Known Issue 07 in Unity 2017.4.
  • +
  • Fixed that no error message is prompted when a name used for a custom IK target or custom IK pole target (in the IK Setup Wizard) is already taken by a humanoid bone.
  • +
  • Fixed that the warning message "Tiled GPU perf. warning: RenderTexture color surface was not cleared/discarded" is shown when Graphics Emulation is set to "OpenGL ES 2.0" and a GameObject is applied to the Pose Editor.
  • +
  • Fixed that the warning message "The referenced script on this Behaviour is missing" is shown everytime Play Mode is started after UMotion has been uninstalled.
  • +
  • Fixed that the "Reference Mode" popup button in the IK Setup Wizard was thicker than the "Target Rotation" popup button.
  • +
  • Fixed that starting Play Mode in Unity 2018.1 caused an exception when a UMotion window was opened.
  • +

Manual Changes

    +
  • Added "Extending UMotion" to the "Options" chapter.
  • +
  • Added an entry to the FAQ.
  • +


UMotion V1.08p02

New or Changed Features

None

Bug Fixes

    +
  • Fixed an exception that is thrown in Unity 2018.1b12 when Unity Timeline is previewing an animation on the same GameObject as being used by UMotion.
  • +

Manual Changes

None



UMotion V1.08p01

New or Changed Features

None

Bug Fixes

    +
  • Transforms added in Unity or custom joints/transforms added in UMotion that have the same name like a transform mapped as humanoid bone caused an unhandled exception when exporting an animation or applying the GameObject to the Pose Editor. Added additional error checks so that this situation doesn't occur anymore.
  • +
  • Fixed that bones are displayed with a wrong rotation if the animated GameObject has a rotated parent transform.
  • +
  • The "Resources" folder was renamed to "InternalResource" to avoid that the assets inside this folder are added to the built game when UMotion isn't installed in the "Editor Default Resources" folder. A clean install is required for this change to take effect.
  • +
  • Added an error message that is shown instead of an exception when UMotion script files are compiled into the wrong assembly. This happens for example when UMotion is placed inside a folder named "Plugins".
  • +
  • Fixed that in various situations a message box is displayed while importing a timeline animation clip indicating that the "Animation Preview" mode is going to be disabled.
  • +
  • Fixed that synchronization wasn't disabled when a new project created/loaded.
  • +
  • Fixed several GUI performance shortcomings.
  • +
  • Fixed that the shape of a transform isn't restored when it's deletion is undone.
  • +
  • Fixed that after undoing and redoing the IK creation (IK Setup Wizard) the pole targets aren't displayed in the IK color (blue by default).
  • +
  • Fixed an exception that is thrown when undoing the deletion of an object that was used as IK target.
  • +
  • Fixed an exception that is thrown when undoing the deletion of an object that was used as IK pole target when switching back to Pose Mode.
  • +
  • Fixed an exception that is thrown when the Clip Editor window is closed while the Pose Editor is in config mode.
  • +
  • Fixed an exception that is thrown when a GameObject is assigned to the Pose Editor where bones have been deleted.
  • +

Manual Changes

    +
  • Updated the "Editor Default Resources" folder description in the "Getting Started" chapter.
  • +


UMotion V1.08

New or Changed Features

    +
  • The algorithm of the IK Constraint was improved. The new constraint produces more stable results (less jitter). The new algorithm is automatically used when a new IK constraint is created. For compatibility reasons, old projects keep using the old implementation.
  • +
  • "Legacy Mode" property was added to the IK Constraint settings. Disable this property (in Config Mode --> Constraints tab) to use the new (more stable) IK algorithm.
  • +
  • The shape of transforms can now be changed in config mode. Available shapes: Solid, Wire Cube and Wire Sphere.
  • +
  • The IK Setup Wizard now automatically configures IK Handles to be displayed as "Wire Cubes" and IK Pole Targets as "Wire Spheres".
  • +
  • The IK Setup wizard now has "Create Pole Targets" enabled by default for human IK.
  • +
  • The IK Setup wizard now has "IK Handle" enabled by default for human IK "target rotation".
  • +
  • The rig rendering was reworked making UMotion compatible with Unity's new "Scriptable Render Pipeline" (introduced in Unity 2018.1).
  • +
  • The "Stick Deselected" color's default value was changed to gray. Additionally the color is now also used for dashed lines and wires.
  • +
  • The max. limit of the Size parameter for bones/transforms has been increased (Config Mode --> Properties and IK Setup Wizard).
  • +

Bug Fixes

    +
  • Fixed an exception when assigning a humanoid GameObject to the Pose Editor that has multiple transforms named like the transforms that are used as bones.
  • +
  • Fixed that SkinnedMeshRenderers are always enabled when a GameObject is applied to the Pose Editor.
  • +
  • Fixed a compile error in Unity 2017.1.
  • +
  • Fixed an exception when clicking on the Sync button when a clip is selected in Unity Timeline in Unity 2017.1.
  • +
  • Fixed that the rotation tool (and assistant) isn't working correctly when a parent is set via the Child-Of constraint (or IK Pinning enabled).
  • +

Manual Changes

    +
  • Updated description of "Stick Deselected" color in the "Pose Editor / Options" chapter.
  • +
  • Added description of the Legacy Mode to the "Pose Editor / Constraint System / Inverse Kinematics" chapter.
  • +
  • Added description of the new Shape property to the "Pose Editor / Config Mode / Configuration" chapter.
  • +


UMotion V1.07

New or Changed Features

    +
  • Support for Unity 5.3 is deprecated. Please use Unity 5.4 or higher or keep using UMotion V1.06p02.
  • +
  • GameObjects with "Optimize GameObjects" enabled are now automatically deoptimized to allow animation editing when applied to the Pose Editor. The changes are reverted as soon as the GameObject is removed from the Pose Editor.
  • +
  • Editing animation clips that are used in Unity Timeline (Sync --> Timeline Window --> Edit Selected Clip).
  • +
  • Selecting parent GameObjects of the current animated GameObject is now allowed.
  • +
  • It is now possible to play an animation on a parent object (e.g. a horse) using the Unity Timeline or Animation Window while the child object (e.g. a equestrian) is edited using UMotion.
  • +

Bug Fixes

    +
  • Installed a general workaround for Unity's GUI Layout bugs on Mac OSX.
  • +
  • Fixed that "Morph3D's" scripts throw exceptions when "Morph3d" character's are assigned to the Pose Editor.
  • +
  • Fixed that "Ultimate Water" throws an exception when a GameObject is assigned to the Pose Editor.
  • +
  • Added a workaround for a Unity GUI bug that throws an exception on Mac OS when the "Welcome Dialog" is closed by pressing the "Continue to Clip Editor" button.
  • +
  • Fixed compile errors when UMotion is included in a project that uses Beebyte's Obfuscator.
  • +
  • Fixed an exception that occurs when a GameObject uses an Avatar of a model that has "Optimize Game Objects" set.
  • +
  • Fixed an exception that occurs when deleting a UMotion project file while it's opened by UMotion.
  • +

Manual Changes

    +
  • Added a short description of the Sync button to the "Dopesheet / Curves View" chapter.
  • +
  • Added the "Unity Timeline Integration" chapter.
  • +
  • Added Known Issue 10.
  • +
  • Updated the description of Known Issue 09.
  • +


UMotion V1.06p02

New or Changed Features

None

Bug Fixes

    +
  • Fixed a null reference exception when applying a GameObject to the Pose Editor that has less hips parent transforms than the model the humnaoid avatar was originally created for.
  • +
  • Fixed that "Issue Bug Report" didn't work if the stack trace was very long.
  • +

Manual Changes

None



UMotion V1.06p01

New or Changed Features

None

Bug Fixes

    +
  • Fixed a compiler error that occurs when building a Unity project that has UMotion included.
  • +
  • Fixed that if the current edited GameObject has Physics components (like RigidBody) attached, importing humanoid animation clips doesn't work correctly.
  • +
  • Fixed that editing a GameObject who's mesh is dynamically created doesn't work.
  • +

Manual Changes

None



UMotion V1.06

New or Changed Features

    +
  • Supports Unity 2018.1.
  • +
  • Added support for weighted tangents (requires Unity 2018.1 or higher).
  • +
  • The "UMotion Editor" folder can now be placed anywhere in your project's folder hierarchy.
  • +
  • Reduced performance footprint of the Muscle Groups Assistant.
  • +
  • Functions for animation events are now also found if Unity 2017.3 Assembly Definition Files are used.
  • +
  • Pressing SHIFT or ALT while dragging a key in the Curves View now constraints the movement alongside the value or time axis.
  • +
  • ALT + Left Mouse Button can now also be used for panning in the Dopesheet and Curves View.
  • +
  • Added a welcome screen that is shown when UMotion is started for the first time.
  • +
  • The zoom of "Focus Camera" is now smarter.
  • +

Bug Fixes

    +
  • Fixed an exception that occurs when a key or event is already selected and is then clicked and dragged while CTRL is being pressed.
  • +

Manual Changes

    +
  • Updated the "Dopesheet / Curves View" chapter based on the latest implementation changes.
  • +
  • Updated the "Curves View" chapter based on the latest implementation changes.
  • +


UMotion V1.05p01

New or Changed Features

None

Bug Fixes

    +
  • Fixed that rotating the scene view using ALT + Left Mouse Button deselects previously selected bones.
  • +
  • Fixed that the Muscle Groups Assistant is displayed even if the Tool Assistant visiblity is disabled in the Display section.
  • +
  • Fixed an invalid height of the animation layer name input field in Unity 2017.3 and higher.
  • +
  • Fixed that importing an animation clip that animates only one transform wasn't possible.
  • +
  • Fixed that the context menu in the curves view sometimes displays the "Add Keys" item as disabled when it should be enabled.
  • +

Manual Changes

None



UMotion V1.05

New or Changed Features

    +
  • The "Muscle Groups Assistant" was added.
  • +
  • It's now possible to synchronize the frame cursor with Unity's Animation Window or Timeline Window.
  • +
  • A menu and a help button was added to all tool assistant windows.
  • +
  • Copy, Paste and Clear functionality was added to the Position, Rotation and Scale Tool Assistants.
  • +
  • The "Apply Bind Pose" and "Apply Scene Pose" buttons (Config Mode) now show a context menu to select if All, Position, Rotation or Scale should be reset.
  • +
  • "Select All" now selects also the hidden bones/transforms in Config Mode.
  • +
  • Improved error message that appears when the original imported model can not be found.
  • +
  • "Apply Reference Pose" now resets the position/rotation/scale to 0 in additive layers.
  • +
  • Added an error message when a humanoid bone is already defined in a humanoid UMotion project.
  • +

Bug Fixes

    +
  • Fixed that quaternion continuity isn't esnured for the exported RootQ curves.
  • +
  • Fixed an exception by adding a warning message that appears when a humanoid avatar doesn't match the animated GameObject.
  • +
  • Fixed that canceling the "Add Animation Layer" and "Edit Animation Layer" dialog wasn't working.
  • +
  • Fixed that deleting an animation event doesn't work from within the context menu.
  • +
  • Fixed an exception when pressing the "Key Selected / All" shortcut when the Pose Editor was hidden while a new project was created.
  • +
  • Fixed that the rotation tool assistent isn't working correctly if an object has an active Child-Of constraint.
  • +
  • Fixed that bones are displayed with an invalid length if they have a translation applied before they are assigned to the Pose Editor.
  • +
  • Implemented a work around for a Unity GUI bug that appears on Mac OS when a message box is displayed when the current opened clip is changed.
  • +
  • Fixed that "Apply Reference Pose" doesn't work correctly when the bone/transform has an active Child-Of constraint.
  • +
  • Pose tools don't manipulate bones/transforms that are overridden by a higher layer anymore.
  • +
  • Pose tools don't manipulate bones/transforms when the selected layer is muted (or blend weight is zero).
  • +
  • Fixed that pose tools that affect the rotation don't work correctly when an additive layer was above the current layer.
  • +

Manual Changes

    +
  • Tool assistant chapter updated.
  • +


UMotion V1.04p11

New or Changed Features

None

Bug Fixes

    +
  • Fixed that when exporting a humanoid animation with animation layers and Auto Key is enabled, the first key of the animation is overwritten with the reference pose.
  • +
  • Fixed an exception that occurs when adding an animation clip to the import window on Mac.
  • +

Manual Changes

    +
  • Known Issue 09 added.
  • +


UMotion V1.04p10

New or Changed Features

None

Bug Fixes

    +
  • Fixed that transforms, joints and sticks are rendered with a wrong size if the root bone has a different scaling then in the original model.
  • +
  • Fixed that a wrong RootT curve is exported when a custom scaling is applied on a transform that is a parent of the hips but not the root transform.
  • +
  • Fixed that the quaternion continuity wasn't esnured for the exported FootQ and HandQ curves.
  • +
  • Fixed that the humanoid animation export isn't working correctly in some special cases when the animated GameObject is a child of some other transform.
  • +
  • Fixed an exception that occures when applying a GameObject to the Pose Editor for the first time that has no SkinnedMeshRenderer and a file is selected in Unity's Project Window.
  • +
  • Fixed some special cases in which the Pose Editor stays in Config Mode even though no GameObject to animate is assigned.
  • +
  • Fixed that the warning dialog "Not all bones/transforms configured in this project are available in the selected GameObject" is shown everytime when switching between animation clips.
  • +

Manual Changes

    +
  • Known issue 08 added.
  • +


UMotion V1.04p09

New or Changed Features

None

Bug Fixes

    +
  • Fixed that humanoid animations aren't exported correctly in various special cases.
  • +
  • Position and rotation of parent transforms of the hips are now reset to their bind-pose when applied to the Pose Editor (like the animator component when an animation is played).
  • +
  • Fixed exceptions that occure when the animator component isn't initialized.
  • +
  • Fixed that an animated GameObject isn't rotated correctly when it's a child of a rotated transform.
  • +
  • Fixed that if a GameObject with a single transform is selected as animated GameObject UMotion displayed no transform handle.
  • +
  • Fixed that when exporting a humanoid animation and Auto Key is enabled, the first key of the animation is overwritten with the reference pose.
  • +

Manual Changes

None



UMotion V1.04p08

New or Changed Features

None

Bug Fixes

    +
  • Fixed an exception that occures when a transform is missing whoes component is animated by a Custom Property.
  • +
  • Fixed that the preview of Custom Properties that animate "IsActive" doesn't work correctly if more than one "IsActive" property is animated.
  • +
  • Fixed that the "Issue Bug Report" button wasn't working on Mac OS.
  • +

Manual Changes

None



UMotion V1.04p07

New or Changed Features

None

Bug Fixes

    +
  • Assigning an inactive GameObject now shows an error dialog.
  • +
  • Fixed an exception when adding a bone as target bone in the IK Setup Wizard that has not enough parents for the defined chain length.
  • +
  • Fixed an exception that occurs when pressing the "Play/Stop Playback" shortcut after switching the scene (and a project was opened in the previous scene).
  • +

Manual Changes

    +
  • Updated formatting of some tables.
  • +


UMotion V1.04p06

New or Changed Features

None

Bug Fixes

    +
  • Fixed a warning message that appeared in the console when a clip is imported with a '.' in the name.
  • +
  • Fixed that importing an animation clip from the same prefab as the one which is currently used as preview object doesn't work correctly when the animation compression needs to be disabled by UMotion.
  • +

Manual Changes

None



UMotion V1.04p05

New or Changed Features

None

Bug Fixes

    +
  • Fixed that the root motion curves aren't imported correctly when the imported humanoid animation clip has the "Mirror" flag set.
  • +

Manual Changes

None



UMotion V1.04p04

New or Changed Features

None

Bug Fixes

    +
  • Fixed that the root position isn't exported correctly when an animation clip is overwritten that has a "Root Transform Position (Y)" offset set.
  • +
  • Fixed that the "Select a GameObject to animate:" text is sometimes displayed with the wrong text color.
  • +
  • Fixed that the project importer didn't import the correct (selected) clips.
  • +
  • Fixed a "Division By Zero" Exception when "Playback Looping" is enabled on an empty clip.
  • +
  • Fixed a "Null Reference Exception" when stopping Play Mode and their is a Clip Editor but no Pose Editor opened.
  • +
  • Fixed a "Null Reference Exception" that occures when clicking on Clear on a Legacy Project and an assembly reload happend before.
  • +
  • Fixed a "Null Reference Exception" when running the auto mirror mapping on a project with missing transforms.
  • +
  • Fixed a "Null Reference Exception" when clicking on "Edit Key" when a key is selected in Curves View and the context menu was opened by a context click on an animation event.
  • +

Manual Changes

None



UMotion V1.04p03

New or Changed Features

None

Bug Fixes

    +
  • Implemented a workaround for Know Issue 06.
  • +

Manual Changes

    +
  • Updated the description of Know Issue 06.
  • +


UMotion V1.04p02

New or Changed Features

None

Bug Fixes

    +
  • Fixed that the "Upper Chest" bone is not detected as humanoid bone correctly.
  • +
  • Fixed that in some rare situations a humanoid bone is displayed as transform.
  • +

Manual Changes

None



UMotion V1.04p01

New or Changed Features

None

Bug Fixes

    +
  • Fixed an exception that occured when installing UMotion V1.04 over an existing UMotion installation.
  • +

Manual Changes

    +
  • Updated the FAQ.
  • +


UMotion V1.04

New or Changed Features

    +
  • The Custom Property Constraint now supports animating properties of any Component/MonoBehaviour.
  • +
  • The Custom Property Constraint now supports animating custom Animator paraters. These are passed to the Animator controller (just as if a custom curve was added in Unity's Model Importer).
  • +
  • The Custom Property Constraint is now also available for UMotion Community users.
  • +
  • A "Play From Beginning" toggle button was added to the Playback Navigation.
  • +
  • A "Play Backwards" button was added to the Playback Navigation.
  • +
  • UMotion now detects when it crashed and shows a message box in that case.
  • +
  • A menu item was added to Unity's menu bar ("Window/UMotion Editor/Reset UMotion"). It can be used to force a reset of UMotion when it crashed.
  • +

Bug Fixes

    +
  • Fixed that deleting a driven object from a Custom Property Constraint using the "-" button only removes the object from the list but is still driven.
  • +
  • Fixed an exception that is thrown when selecting a joint/transform in the Rig Hierarchy that isn't available in the current selected animated GameObject.
  • +
  • Fixed that it was possible to drive progressive/quaternion channels with a Custom Property Constraint when switching clips. This caused unexpected behaviours.
  • +
  • Fixed that pasting keys of a Custom Property doesn't work if there are multiple Custom Porperties in the same bone and the property is on second or higher place.
  • +
  • Fixed that the UMotion UI is displayed incorrectly (darker) when color space is set to linear.
  • +

Manual Changes

    +
  • Updated the Custom Property Constraint Chapter.
  • +
  • Added a new entry to the FAQ.
  • +
  • Added Known Issue 07.
  • +
  • Updated the Playback Navigation chapter.
  • +


UMotion V1.03

New or Changed Features

    +
  • The Child-Of constraint now has an "IK Pinning Mode". This simplifies pinning of IK handles.
  • +
  • The Child-Of constraint automatically creates position and rotation keys when the parent property is keyed. One position/rotation key is created at the same frame as the parent key and an additional position/rotation key is created one frame before.
  • +
  • The IK Setup Wizard can now create IK chains with IK Pinning functionality. The Human IK chains are always created with IK pinning.
  • +
  • A new menu entry was added to the Clip Editor: "Edit / FK to IK Conversion". It allows converting the current clip from FK to IK.
  • +
  • "FK to IK Conversion" was added to the animation Importer making it possible to automatically convert imported animations to IK.
  • +
  • The "Set IK to FK" button was improved. It now also calculates the correct pole rotation / pole target position to better match the current FK pose.
  • +
  • A progress bar is now displayed when importing animation clips.
  • +
  • Implemented animation layers.
  • +
  • Clicking the Unity Editor's Move, Rotate or Scale tool buttons now also changes the current tool within UMotion.
  • +
  • The root motion bone in humanoid projects now supports the "Euler Rotation Mode".
  • +
  • When the "Loop" toggle in the Playback Navigation of the Clip Editor is enabled, the animation will loop when the frame cursor is dragged past the last key frame.
  • +
  • A "RM" toggle was added to the Playback Navigation of the Clip Editor. It allows previewing root motion animations inside UMotion.
  • +
  • Added an error dialog that appears when an animation is imported that has euler rotations with an incompatible rotation order.
  • +

Bug Fixes

    +
  • Improved IK solver accuracy to generate less jitter.
  • +
  • Fixed that the IK solver isn't behaving correctly in some situtations for IK chains that are a child of another IK chain.
  • +
  • Fixed that if all keys of a property have been selected because the property was selected in the "Animated Properties List", clicking on a key while holding CTRL deselected all keys even though it should deselect only the clicked key.
  • +
  • Fixed an exception that occured when creating a new UMotion poject during play mode when the scene was changed at least once.
  • +
  • Fixed that the move tool wasn't working correctly when a pinned IK handle was moved while an additive layer was selected.
  • +
  • Fixed that when a text is pasted that is longer then the text fields width, the text field is scrolled in such a way that the text is completely hidden.
  • +
  • Fixed that the carret is sometimes dissapearing in text fields.
  • +
  • Fixed that the multi-selection of Inverse Kinematics constraints with different chain lengths set all chain lengths to 1.
  • +

Manual Changes

    +
  • Added the description of the "IK Pinning Mode" to the "Child-Of Constraint" chapter.
  • +
  • Updated the description of the "IK Setup Wizard" chapter based on the latest implementation changes (IK Pinning).
  • +
  • Added a hint regarding IK Pinning to the "IK Constraint" chapter.
  • +
  • Added the "FK to IK Conversion" chapter.
  • +
  • Updated the "Import / Export" and "Menu Bar / Edit" chapters due to the added "FK to IK Conversion" functionality.
  • +
  • Added the "Clip Editor / Layers" chapter.
  • +
  • Updated the "Clip Editor / Playback Navigation" chapter.
  • +
  • Updated the "Child-Of" chapter based on the latest implementation changes.
  • +
  • Updated the "Child-Of" video tutorial.
  • +
  • Added the "IK Pinning" video tutorial.
  • +
  • Added the second "UMotion In Practice" episode to the video tutorials chapter.
  • +


UMotion V1.02p01

New or Changed Features

None

Bug Fixes

    +
  • Fixed that "Copy to Other Side" didn't mirror bones/transforms correctly when they are selected on both sides.
  • +

Manual Changes

    +
  • Updated the description of the "Copy to Other Side" button in the "Pose Mode / Tools" chapter and the "Pose Mirroring" video tutorial.
  • +


UMotion V1.02

New or Changed Features

    +
  • Implemented Pose Mirroring features that allow to easily copy poses from one side to the other (e.g. left hand to right hand). Please read the Tools - Chapter before using.
  • +
  • Added an IK Setup Wizard to the Config Mode. It greatly simplifies creating complete IK rigs.
  • +
  • Bones in an IK chain with visibility set to "Locked" are now not affected by the IK solver anymore.
  • +
  • The "Chain Mask" property was added to the IK solver setup and the IK Setup Wizard (Custom Ik). It makes it possible to define which bones in an IK chain should be affected by the IK solver. This is especially useful for excluding "Twist" bones from the IK chain.
  • +
  • Added a warning message to the Config Mode - Properties tab that informs the user why the visibility of generic bones that are inside the humanoid skeleton can't be changed.
  • +
  • Holding Alt while clicking on a property in the "Animated Properties List" now selects that property in the Scene View.
  • +
  • The import clips file browser dialog opens the folder of the last imported animation by default now. Thus making it faster to import multiple clips from the same folder.
  • +
  • It is now possible to drag & drop files from Unity's Project window to the UMotion Import window. This makes it possible to add multiple files with only one action.
  • +
  • Added the "Export Current Clip" menu entry to the Clip Editor's menu bar.
  • +

Bug Fixes

    +
  • Fixed that humanoid hand/foot IK curves are not exported (former known issue 05).
  • +
  • Fixed culling errors that sometimes occured in the list views. These errors caused listed items to be partially invisible.
  • +
  • Fixed usage of obsolete API event "playModeStateChange".
  • +
  • Fixed that an invalid parent/child hierarchy is calculated when joints/transforms had nearly equal names.
  • +
  • Fixed that an exception is thrown when undoing applying a GameObject to the Pose Editor for the first time.
  • +
  • Fixed that the IK constraint doesn't solve correctly when the target bone chain is arranged in a perfect straight line in the reference pose.
  • +
  • Fixed that parent link "Dashed" is not displayed when only the IK rig layer is visible.
  • +

Manual Changes

    +
  • Updated the "Animated Properties List" chapter based on the added feature.
  • +
  • Updated the "Pose Mode / Tools" and the "Config Mode / Rig Hierarchy" chapters based on the added pose mirroring feature.
  • +
  • Updated the "Import / Export" chapter based on the latest implementation changes.
  • +
  • Updated the "Clip Editor / Menu Bar / File" chapter based on the latest implementation changes.
  • +
  • Added the "IK Setup Wizard" chapter.
  • +
  • Added "Lesson 9 - Pose Mirroring" to the general video tutorials.
  • +
  • Updated the "(Pro) Lesson 2 - Inverse Kinematics" video tutorial.
  • +


UMotion V1.01p05

New or Changed Features

None

Bug Fixes

    +
  • Fixed that in Unity 2017.2 and higher an exception is thrown as soon as a GameObject is assigned to the Pose Editor.
  • +

Manual Changes

None



UMotion V1.01p04

New or Changed Features

None

Bug Fixes

    +
  • Fixed that setting the scale via "Apply Reference Pose" doesn't work.
  • +
  • Fixed that the IK chain randomly changes the orientation within an animation clip. This is caused by a floating point rounding error and happened only when using one specific model.
  • +

Manual Changes

None



UMotion V1.01p03

New or Changed Features

None

Bug Fixes

    +
  • Fixed that when typing into a UMotion input field in Unity 5.6 only one character is accepted and then the field immediately looses its input focus.
  • +
  • Fixed that when "Auto Key" is set to "Update" while a rotation property's rotation mode is changed to euler, an incorrect value is keyed at the current frame cursors position.
  • +
  • Fixed that the keys of every channel of a property is overwritten when pasting, even if only one key was copied. This has been due to the "chain neighbour keys" setting.
  • +

Manual Changes

None



UMotion V1.01p02

New or Changed Features

None

Bug Fixes

    +
  • Fixed that copy/cut/paste doesn't work correctly for GUI input fields in the Clip Editor.
  • +
  • Fixed that when UMotion is opened in Unity 2017.3.0 (beta) no GUI input fields are working anymore.
  • +

Manual Changes

None



UMotion V1.01p01

New or Changed Features

None

Bug Fixes

    +
  • Fixed that renaming a custom joint/transform that is a direct child of the root GameObject corrupted the UMotion project file. This caused an exception when an animated GameObject was assigned to the Pose Editor the next time. If this bug corrupted one of your project files, you can send it to the UMotion support as it is possible to repair the file: Email Support
  • +
  • Fixed that even if the custom joint/transform with an IK Constraint attached is deleted, the bones of the IK chain are still visualized in dark blue (= IK chain members).
  • +
  • Fixed that the IK plane isn't shown anymore after the deletion of a custom joint/transform with an IK constraint attached is undone.
  • +
  • Fixed an exception that occurred when deleting a custom joint/transform that is referenced by a Custom Property Constraint is undone and then redone again.
  • +

Manual Changes

None



UMotion V1.01

New or Changed Features

    +
  • Added a setting to the preferences window to display key strokes. This is useful when recording video tutorials.
  • +
  • Added a recently opened projects menu entry into the Clip Editor's file menu.
  • +
  • The rotation tool now also rotates all selected child bones. This is very useful for animating a tail (e.g. of a dragon).
  • +
  • Added a button to delete all animation clips to the Clip Editor's main navigation.
  • +
  • The context menu entry "Select In Clip Editor" of the Channels section can now be accessed via the shortcut system. The default shortcut is SHIFT + C.
  • +
  • Removed the error dialog that was shown when importing an animation clip that has curves for bones/transforms that don't exist in the opened UMotion Project. Instead, a warning icon is now displayed next to the clip in the import clip list. When the mouse hovers the list entry, a tooltip displays the warning message. This was changed because it was annyoing to get an error dialog for every animation clip in an *.fbx file (there can be quite a lot of clips in a single file).
  • +
  • Improved the text of the error dialog that is shown when a clip was automatically renamed when beeing added to the importer.
  • +
  • Added a quality setting for the keyframe reducer to the import settings. The default quality setting is now "Lossless" (in previous versions it was "Lossy"). This reduces jitter of feet and hand of imported animations.
  • +
  • Reworked the import settings UI.
  • +
  • Added "Disable Animation Compression" to the import settings.
  • +
  • When a new key is created (via Key Selected, Key Dialog or Auto Key) the key's tangent mode is now set in respect to the previous and/or following keys. That means that if the existing keys are for example set to tangent mode "linear", the new created key's tangent mode will also be "linear". Previously the key tangent mode for a new created key was always set to "Clamped Auto".
  • +
  • When the mouse hovers the time ruler in Curves View, only the time axis is zoomed. This is the counterpart to zooming only the y-axis when the mouse hovers the y ruler.
  • +
  • If an animation event has an active warning message, this warning message is now also shown in the export log window when the clip is exported.
  • +

Bug Fixes

    +
  • Fixed that opening the manual via "Help / Open UMotion Manual" or via the help buttons isn't working on Mac.
  • +
  • Fixed that the character is rotated incorrectly after importing a humanoid animation. Occured for characters that had a rotation applied to any parent transform of the humanoid hips.
  • +
  • Fixed that if a GameObject with a large name is assigned to the Pose Editor, the clear button is not clickable anymore because it is shifted outside the window.
  • +
  • Fixed that the time ruler labels are interstecting with the lines of the ruler at a certain zoom level.
  • +

Manual Changes

    +
  • Added a description of the new "Display Key Strokes" setting to the "Preferences" chapter.
  • +
  • Added a description of the "Recently Opened Projects" menu entry to the "Menu Bar/File" chapter.
  • +
  • Added a tip to the rotation tool description ("Tools" chapter) regarding animating tails.
  • +
  • Updated the "Main Navigation" chapter with a description of the "Delete All Clips" button.
  • +
  • Updated the "Import / Export" chapter based on the latest changes related to the import window.
  • +
  • Added more information into the "Import / Export" chapter especially regarding the conversion between humanoid and generic.
  • +
  • Added a FAQ entry regarding conversion between humanoid and generic.
  • +


UMotion V1.00p03

New or Changed Features

None

Bug Fixes

    +
  • Fixed a bug in the IK plane math that caused the reference vector (i.e. the vector that defines the orientation of the plane when the angle is 0) to have a magnitude of zero. If your IK chain is bending into the wrong direction after you've updated to V1.00p03, switch to config mode and correct the IK plane orientation as it might have changed.
  • +

Manual Changes

    +
  • Added the first episode of the new tutorial series UMotion "In Practice" to the video tutorials chapter.
  • +


UMotion V1.00p02

New or Changed Features

None

Bug Fixes

    +
  • Fixed an exception that appeared when editing the frame of a key in the "edit key window" that can be opened in the curves view when right click --> edit key.
  • +
  • Fixed an exception that appeared when models with no bones or "Optimize GameObjects" enabled in the model import settings have been applied to the Pose Editor for the first time. Added a warning dialog that is shown when a model with "Optimize GameObjects" enabled is applied to the Pose Editor for the first time.
  • +
  • Fixed inconsistent naming of the "Ik Fk Blend" channel in the custom property constraint by renaming it to "Fk Ik Blend".
  • +
  • Fixed that the Pose Editor wasn't repainted immediately after the tool mode was changed from/to the scale tool.
  • +
  • Fixed that deselecting a selected bone via CTRL + left mouse click doesn't work.
  • +
  • Fixed an error log message when a humanoid animation was imported with animation events not found at the current animated GameObject.
  • +
  • Fixed current values of a modified rotation property not being converted to the new rotation mode when the rotation mode is changed.
  • +
  • Fixed an exception that appeared when importing an animation clip with an animated rotation property configured as "quaternion" but in the clip already existing in the project the same property is configured as "euler".
  • +
  • Fixed an exception that appeared when importing an animation clip of an UMotion project that wasn't selected in the imported UMotion project when it was last opened.
  • +
  • Fixed an exception that appeared when importing more than one animation clip of a UMotion project.
  • +
  • Fixed that an imported project was not garbage collected.
  • +
  • Fixed that GUI input fields suddenly don't accept input anymore (seen mostly in 2017.1).
  • +
  • Fixed the instruction text in the example scene to make the first steps easier to understand.
  • +
  • Fixed that an error dialog was shown in an endless loop when the animation preview mode of the Unity Timeline window was enabled while an animated GameObject was applied to the UMotion Pose Editor.
  • +

Manual Changes

    +
  • Added work around suggestion to Known Issue 06.
  • +
  • Added sentence to Child-Of constraint that hints that scaling is not supported.
  • +
  • Mentioned that the video tutorials have subtitles in the "Video Tutorials" chapter.
  • +
  • Split the "Video Tutorials" chapter into one sub chapter per video. Moved "Video Tutorials" to a higher position in the table of content.
  • +
  • Added chapter "How to create better animations".
  • +
  • Added a question to the FAQ.
  • +


UMotion V1.00p01

New or Changed Features

None

Bug Fixes

    +
  • If an existing *.anim clip with animation events is overwritten by exporting a clip with 0 animation events from UMotion, the existing animation events are not removed from the *.anim clip.
  • +
  • When exporting a clip and Known Issue 06 occurs, a warning message is displayed in the export log window.
  • +

Manual Changes

    +
  • Added Issue 06 to the Known Issues list.
  • +


UMotion V1.00

New or Changed Features

Initial version

Bug Fixes

Initial version

Manual Changes

Initial version

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ReleaseNotes.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ReleaseNotes.html.meta new file mode 100644 index 00000000..b7704e03 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ReleaseNotes.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b8de9f13f1cf28f4682db334f8d9e83e +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RigHierarchy.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RigHierarchy.html new file mode 100644 index 00000000..5a808e2e --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RigHierarchy.html @@ -0,0 +1,263 @@ + + + + + + UMotion Manual - Rig Hierarchy + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Rig Hierarchy

The Rig Hierarchy shows all joints and transforms that are configured in the current UMotion project. When a joint or transform is selected in the Rig Hierarchy window, it is automatically also selected in the Scene View and vice versa.

+

Config Mode - Rig Hierarchy

Adding a New Rig

Every time an animated GameObject is selected that has joints/transforms that are not present in the current UMotion project a message box is prompted.

+

New Rig Dialog

By clicking on Create Configuration those joints/transforms are automatically added to the project.

Icon Description

+ + + + + + + + + + + + + + + + +
IconDescription
Indicates that this is a transform.
Indicates that this is a generic joint/bone. Bones are a special case of transforms that manipulate parts of the GameObject's mesh. Generic bones can also appear in humanoid character rigs but they are locked by default. Animating generic bones in humanoid projects is possible but not recommended, as generic bones can't be retargeted.
Indicates that this is a humanoid bone. Humanoid characters have some kind of a predefined anatomy. Bones that match this anatomy will be converted into muscles when exporting the animation. This allows retargeting the animation to share it across different characters. Humanoid bones can't be scaled or moved (only rotated).

Buttons

    +
  • By clicking on the arrow symbol next to each joint/transform in the Rig Hierarchy its children are shown/hidden. By holding ALT when clicking on the arrow symbol, all child items are expanded or collapsed.
  • +
  • The Expand All and Collapse All buttons expand or collapse every item in the Rig Hierarchy view.
  • +
  • By clicking on the Mirror Mapping button the mirror mapping configuration dialog is shown. More information: Mirror Mapping
  • +
  • By clicking on the IK Setup Wizard a window is opened that helps creating Inverse Kinematic Rigs in just a few clicks. More information: IK Setup Wizard
  • +
  • By clicking on the Add button a custom joint/transform is created as a child of the current selected joint/transform. If multiple joints/transforms are selected, a child for every selected joint/transform is created.
  • +
  • By clicking on the Remove button custom joint/transforms can be removed. Only custom join/transforms can be removed (i.e. those that have been created with the "Add" button).
  • +

Custom Joints/Transforms

Custom joints/transforms are displayed with an aqua color in the Rig Hierarchy. They are useful for creating advanced inverse kinematics rigs.

Missing Joints/Transforms

If there are joints/transforms in the UMotion project configuration that are not present in the current selected animated GameObject a warning is displayed. All joints/transforms that are not found in the animated GameObject are displayed in yellow with a warning symbol in the Rig Hierarchy. By clicking on the Cleanup button, all those unused joints/transforms and all according key frames can be deleted.

+

Cleanup

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RigHierarchy.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RigHierarchy.html.meta new file mode 100644 index 00000000..16eabe6d --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RigHierarchy.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0cd93b6d6b79cd449becef1dc6748a93 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html new file mode 100644 index 00000000..74037c36 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html @@ -0,0 +1,265 @@ + + + + + + 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
  • +

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. +
  • +
  • + 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. +

    + +

    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

    +
  • +
  • + In the Clip Editor of UMotion, the same bone/transform that was previously selected in the model import settings needs to be set to drive root motion. Therefore the context menu of the appropriate animated property needs to be opened in the Animated Properties List (context click on the property or left click on the gear icon) and Root Motion needs to be clicked (see Animated Properties List). +
    Root Motion can be activated for position properties and for rotation properties. +
  • +
  • + 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. +

+

Animator Component

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html.meta new file mode 100644 index 00000000..d11481b4 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 321923a65eac2be41b1f8776a6a999ba +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RotationModes.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RotationModes.html new file mode 100644 index 00000000..226f7f88 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RotationModes.html @@ -0,0 +1,261 @@ + + + + + + UMotion Manual - Rotation Modes + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Rotation Modes

There are two common ways on how to deal with rotations in 3D engines:

    +
  • Euler Angles
  • +
  • Quaternions
  • +

If you don't know the difference or always wondered what's behind the miracle of Quaternions, then take a look at the following video:

+

Euler Angels and Quaternions explained by Sutrabla

Euler Interpolation

In this mode all rotation keys are stored as Euler angles. Euler angles define the orientation of a joint/transform by using 3 values (x, y and z) represented in degrees. The angles represent a rotation z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).

    +
  • + Euler angles are very descriptive, easy to understand and to edit. The curves of Euler angles can be edited directly in the Curves window providing full control over the way rotations behave between two key frames. +
  • +
  • + The downside of Euler angles is, that they can suffer from a mathematical problem called gimbal lock. The following video explains gimbal lock: +
    +
    +

    "Euler (gimbal lock) Explained" - by GuerrillaCG

    +
  • +

Quaternion Interpolation

In this mode all rotation keys are stored as quaternion values. Quaternions represent the orientation of a joint/transform by using 4 values (x, y, z and w).

    +
  • Quaternions don't suffer from gimbal lock. They are very robust and always interpolate as expected.
  • +
  • They are based on complex numbers and are not easy to understand intuitively that's why UMotion doesn't allow editing Quaternion curves. Thus it is not possible to edit the way rotations interpolate between two key frames.
  • +

Progressive Quaternion Interpolation

This mode also uses quaternion values but it introduces the Progression Curve. The Progression Curve is representing the shortest rotation between two key frames in degrees. It can be used to edit the way a rotation interpolates between two key frames.

The combination of the robustness of quaternions and the flexibility of being able to modify the interpolation curve makes it to the default rotation mode used in UMotion.

The Progression Curve has the following characteristics:

    +
  • As the Progression Curve displays the absolute delta rotation between two keys it always ascends over time.
  • +
  • In this rotation mode neither the three dimensional rotation path between two keys, nor the rotation of the keys itself can be manipulated in the Curves View. The rotations will always take the shortest path between two keys.
  • +
  • With the Progression Curve the speed of the rotation can be adjusted. This makes it possible to e.g. smoothly ease-in and ease-out the rotation between two keys.
  • +
  • To manipulate the rotation of a key the rotation tool in the Pose Editor needs to be used.
  • +
  • To manipulate the three dimensional path of the rotation adding additional keys usually gives satisfying results.
  • +
  • If the Progression Curve over- or undershoots so will do the resulting rotation. It will over- or undershoot the keyed rotation (always staying at the same rotation path).
  • +
  • If there is no change between two keys the Progression Curve is flat. Flat Progression Curves can't be edited.
  • +
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RotationModes.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RotationModes.html.meta new file mode 100644 index 00000000..fbb828e9 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RotationModes.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 58890dc7debc34d4592a12c0d8dbf7c2 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Selection.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Selection.html new file mode 100644 index 00000000..2832a58b --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Selection.html @@ -0,0 +1,276 @@ + + + + + + UMotion Manual - Selection + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Selection

Tools for selecting joints and transforms.

+

Pose Mode - Selection

Joints and transforms can be either selected by clicking on them in the Scene View or by clicking them in Unity's Hierarchy window.

The buttons next to Parent, Child and Sibling can be used to select the appropriate joint/transform or all of them (e.g. all parents).

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
UI ElementDescription
SelectedThe name of the current selected joint/transform.
↔ Clip EditorEnables/disables the synchronization of the selection between the Pose Editor and the Clip Editor. +
+
When enabled, selecting animated properties in the Clip Editor will select the corresponding bone/transform in the Pose Editor and Scene View. Respectively when a bone/transform is selected in the Scene View or by using the slection tools of the Pose Editor, the corresponding animated property is selected in the Clip Editor. The animated property is selected based on the current selected tool (the position tool is selecting the position property etc.).
ParentThe name of the parent of the selected joint/transform.
ChildThe name of the child of the selected joint/transform.
SiblingThe name of the sibling of the selected joint/transform.
Select AllSelects all joints/transforms of the current animated GameObject.
Deselect AllDeselects all joints/transforms of the current animated GameObject.
Focus CameraCenters the selected joints/transforms in the last selected Scene View.
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Selection.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Selection.html.meta new file mode 100644 index 00000000..8ad53165 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Selection.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f0f8dfd95d6ed3542850720bbad15e1f +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Support.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Support.html new file mode 100644 index 00000000..4aa3310d --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Support.html @@ -0,0 +1,247 @@ + + + + + + UMotion Manual - Support / FAQ + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Support / FAQ

    +
  • Have you discovered a bug?
  • +
  • Is some information missing or wrong in the manual?
  • +
  • You don't know how to create a specific animation?
  • +
  • ...
  • +

Don't worry help is right at your fingertips. Please check out the frequently asked questions below before using any kind of support.


UMotion Question & Answers

UMotion has a support forum similar to Unity Answers. There is no need to create an account and questions will be answered by the developer (and the community). The idea is to create a public accessible pool of answers so that your question is most likely already answered there.

Please use the search function before posting a new question.

UMotion Question & Answers


Email Support

Make sure to only use the email support, if your question should not be visible to the public for specific reasons (e.g. commercial topics, ...).

Please provide all requested information to allow us to help you as effectively as possible: EMail Support



Frequently Asked Questions

Q: Why does the animation I have created look so bad? It feels unrealistic and unnatural.

A: Take a look at this chapter: How to create better animations


Q: I have a problem with my exported animation?

A: Please take a look at the Exporting Animations FAQ.


Q: In UMotion the bones of my model are somewhat different than in my 3D modeling application. What's wrong?

A: Unity doesn’t provide enough information to show the exact same bone structure again. What you see visualized by UMotion is an estimation of how the bones could have looked like in your 3D modeling application. Often the last bones in the bone hierarchy (like the last phalanx of a finger) are only displayed as a joint with no bone. This is due to the fact that there is no bone length information available. +
It is possible to adjust the rig in the Config Mode to better fit the original bone structure (e.g. by adding custom joints at the finger tips to display the last bone correctly).


Q: UMotion crashes after updating to a newer version. What shall I do?

A: Try to remove the previous installation by removeing the "Editor Default Resources/UMotionEditor" folder before updating to a newer version. If this doesn't fix the issue contact the support, please.


Q: Is it possible to convert a generic animation to humanoid or the other way around?

A: Yes this is possible: Import / Export - Conversion between humanoid/generic


Q: Can I use Final IK components in UMotion?

A: Yes. UMotion Pro's functionality can be extended via the callback system. It's even possible to bake the effect of the components that extend UMotion's functionality into the exported animation clip to save CPU time.


Q: How can I animate generic bones in a humanoid project (e.g. a tail, a weapon or "twist" bones)?

A: "Twist" (or "Roll") bones are commonly used for making rotations around its own axis (e.g. forearm) look more natural. Humanoid avatars represent an arm using only two bones (i.e. the upper arm and the forearm) but they do not support "twist" bones. Thus these bones appear as generic bones within UMotion. Also additional bones like any accessories, equipment or additional body parts like e.g. a tail appear as generic bones within UMotion. +

+UMotion sets generic bones to be invisible by default as usually when dealing with humanoids those bones are not animated. If you want to animate generic bones, you need to turn the visibility on manually by switching into Config Mode, select the appropriate bone in the Rig Hierarchy and change the visibility to "Show" in the Properties tab (see Configuration). +

+You may notice that changing the visibility for "twist" bones is not possible. This is due to the fact that Unity's animation system does not support animating generic bones that are within the human skeleton (= if the generic bones have a humanoid bone as child). Consider switching to the generic animation type in that case.


Q: The shortcuts of UMotion sometimes don't work. Is this a bug?

A: Probably not. Make sure that either the Clip Editor, Pose Editor or any Scene View has input focus when a shortcut is pressed. Shortcuts are also disabled when the Scene View is in Flythrough Mode (i.e. when the right mouse button is pressed). +
If it's a specific shortcut that is not working, try to bind the shortcut to a different key. Some shortcuts already used by Unity don't work correctly: Unity Manual - Hotkeys


Q: I've added a rotation key, but when playing the animation the bone is rotating in the wrong direction. Why?

A: A rotation between two key frames always uses the shortest path. If your expected rotation would rotate more than 180 degrees, it will rotate the other (shorter) way around instead. Add an additional key in between so that the total amount of rotation between two keys is always smaller than 180 degrees.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Support.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Support.html.meta new file mode 100644 index 00000000..efb2a249 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Support.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: bcbd3f63076872542a1f0283f25d2eef +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ToolAssistant.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ToolAssistant.html new file mode 100644 index 00000000..4759dd22 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ToolAssistant.html @@ -0,0 +1,272 @@ + + + + + + UMotion Manual - Tool Assistant + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Tool Assistant

The Tool Assistant is a small window that is displayed in the last or currently selected Scene View. It is available for the move, rotate and scale tool and supplements the tools with additional information and settings. If the current UMotion project is of type humanoid the Muscle Groups assistant is displayed if no bones/transforms are selected. The Tool Assistant can be enabled and disabled from the Displays section in the Pose Editor.

The position of the Tool Assistant window can be chosen freely by dragging it to the desired location within the Scene View.

Muscle Groups Assistant

The Muscle Groups Assistant is visible in humanoid projects when no bones/transforms are selected. The Muscle Group Assistant is split into 3 tabs:

+ + + +
+

Muscle Groups - Upper Body

+

Muscle Groups - Lower Body

+

Muscle Groups - Hands

Features

    +
  • Each slider controls multiple humanoid muscles at the same time thus allowing faster and more convenient pose editing.
  • +
  • The reset buttons set the related humanoid muscles either to the "Reference Pose" or to the last keyed pose ("Reset Modifications").
  • +

Lower Body - Tab

    +
  • For some models it might be necessary to use the Untwist button to ensure that the legs bend nicely when the leg-stretch slider is used.
  • +
  • The checkboxes can be used for "pinning" the ankle or the toes to the ground. This is useful to let the character crouch or roll over its toes.
  • +
  • In FK mode, "pinning" is achieved by moving the hips in such a way, that the pinned body part stays at the same place.
  • +
  • If Inverse Kinematics is used "foot rolling" is achieved by moving the IK handle in such a way, that the toes stay at the same place.
  • +
  • Please note that the leg (stretch) slider is not available in IK mode. To make the character crouch when using IK, make sure that the IK Handles are pinned (see IK Pinning) and simply moving the hips down.
  • +

Tip: Enable Mirror Editing to edit both sides at the same time when using the Muscle Groups Assistant.

Move Tool Assistant

The Move Tool Assistant displays the current local or global position of the selected bone/transform depending on the current Pivot mode.

+

Move Tool Assistant

Features

    +
  • The input fields can be used to edit the position values of each axis.
  • +
  • When left clicking and dragging on the label next to the input field, it is possible to smoothly adjust the value. ESCAPE aborts the dragging and reverts changes to the original value.
  • +
  • The check boxes on the right can be used to lock an axis. This will disable the handle for that axis in the Scene View and makes the input field read only.
  • +

Rotate Tool Assistant

The Rotate Tool Assistant displays the current local or global rotation of the selected bone/transform depending on the current Pivot mode. The rotation is always displayed in Euler angles even when the rotation mode is quaternion based.

+ + +
+

Rotate Tool Assistant - Absolute

+

Rotate Tool Assistant - Relative

Relative Mode

Makes it easy to rotate a bone/transform relative to it's current rotation. Correctly rotates the bone/transform even if it's in a Gimbal Lock. The sliders next to the input fields can be used to smoothly adjust the rotation value of each axis. As with all sliders in the UMotion UI ESCAPE aborts the dragging and reverts changes to the original value.

Absolute Mode

Can be used to set the selected bone's/transform's rotation to a desired euler angle. After inputing the euler angles, it is required to hit the "Apply" button.

It's worth noting that after applying a rotation, it can happen that all 3 values update and show different values. This can happen if the passed euler angle resulted in a Gimbal Lock. The new values result in the exact same orientation in 3D space.

If the selected bone's rotation property is using the euler interpolation mode, the euler values should be directly changed via the Channels View.

Other Features

    +
  • The check boxes on the right can be used to lock an axis. This will disable the handle for that axis in the Scene View and makes the input field read only.
  • +
  • The Camera Rotation Handle can be enabled or disabled. It is the outer white ring of the rotation handle and can be used to perform a rotation in the current camera space.
  • +
  • The Free Rotation Handle can be enabled or disabled. It is the inner white ring of the rotation handle and can be used to freely rotate in all directions.
  • +
  • The Backside Culling can be enabled or disabled. When enabled, the backside of the rotation handles of the rotation axis (red, green and blue) are culled.
  • +

Scale Tool Assistant

The Scale Tool Assistant displays the current local scale of the selected bone/transform.

+

Scale Tool Assistant

Features

    +
  • The input fields can be used to edit the scale values of each axis.
  • +
  • When left clicking and dragging on the label next to the input field, it is possible to smoothly adjust the value. ESCAPE aborts the dragging and reverts changes to the original value.
  • +
  • The check boxes on the right can be used to lock an axis. This will disable the handle for that axis in the Scene View and makes the input field read only.
  • +
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ToolAssistant.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ToolAssistant.html.meta new file mode 100644 index 00000000..6246ea3a --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ToolAssistant.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b3cd8b6eb7658514aa3cd9038f4c5593 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

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.

+

Pose Mode - Tools

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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. +
+
When holding CONTROL while clicking, previous selected joints/transform stay selected. +
+
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. +
+
SHIFT enables the free move mode where movement can be performed freely in all 3 dimensions. +
+
Joints (bones) are usually not modified with this tool.
Rotate Tool + With the rotate tool the orientation of a joint/transform can be changed. +
+
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. +
+
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.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Tools.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Tools.html.meta new file mode 100644 index 00000000..36036ef6 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Tools.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6b2c69cd9185df14c85bde2b4a9cf0fa +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UMotionAPI.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UMotionAPI.html new file mode 100644 index 00000000..5c15b67a --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UMotionAPI.html @@ -0,0 +1,339 @@ + + + + + + UMotion Manual - UMotion API + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

UMotion API

The UMotion API is a simple and easy-to-use API that provides a basic interface for custom scripts to interact with UMotion. The API provides classes and methods that support the following features:

    +
  • Opening the UMotion windows
  • +
  • Opening/closing UMotion projects
  • +
  • Switching between animation clips
  • +
  • Assigning or removing a GameObject to/from the Pose Editor
  • +

In order to implement custom constraints or 3rd party IK solutions, please take a look at the UMotion Callback System instead.

Preparation

To access the UMotion API in one of your scripts, make sure that they are placed inside an "Editor" folder. Add the following using statement to get access to the UMotion namespace: using UMotionEditor.API; +

+There are two classes within this namespace:

    +
  • ClipEditor
  • +
  • PoseEditor
  • +

ClipEditor Overview

Properties

    +
  • + static bool IsWindowOpened +
    True when the Clip Editor window is opened and initialized. It might be necessary to focus either the Clip Editor or the Pose Editor window in order to initialize UMotion. +
  • +
  • + static bool IsProjectLoaded +
    True when the Clip Editor window has a UMotion project loaded. +
  • +

Methods

    +
  • + static void OpenWindow() +
    Opens the UMotion Clip Editor window. If the window is already opened but hidden by another window, it is brought to the front. It takes at least one frame (or more) until the window is initialized. +
  • +
  • + static void LoadProject(string path) +
    Loads a UMotion project. The Clip Editor needs to be open in order for this method to succeed. This method can also be used to switch from one loaded project to another. The path must be relative to the Unity project directory (e.g. "Assets/umotion_project.asset"). +
  • +
  • + static void CloseProject() +
    Closes a loaded UMotion project. +
  • +
  • + static string GetLoadedProjectPath() +
    Get the path to the currently loaded UMotion project. The path is relative to the Unity project directory. Returns null if no project is currently loaded. +
  • +
  • + static string[] GetAllClipNames() +
    Returns the names of all animation clips in the currently loaded UMotion project. A UMotion project must be loaded. +
  • +
  • + static string GetSelectedClipName() +
    Returns the name of the currently selected animation clip in the Clip Editor. +
  • +
  • + static void SelectClip(string name) +
    Selects (opens) the clip in the clip editor. The clip must already exist in the current UMotion project. +
  • +
  • + static void SetClipName(string oldName, string newName) +
    Changes the name of an animation clip. When called right before "ExportCurrentClip()" this method can be used to change the name of the exported animation clip. This is useful when exporting the same animation clip several times (with different animation layers enabled). +
  • +
  • + static void ExportCurrentClip() +
    Exports the clip currently opened in the Clip Editor. This method blocks until the export is finished. +
  • +
  • + static void ExportAllClips() +
    Exports all clips of the current loaded UMotion project. This method blocks until the export is finished. +
  • +
  • + static string[] GetClipLayerNames() +
    Returns an array that holds the names of all animation layers of the currently opened animation clip. The base layer is not included. +
  • +
  • + static void SetClipLayerName(string oldName, string newName) +
    Changes the name of an animaton layer of the currently opened animation clip. +
  • +
  • + static void GetClipLayerBlendProperties(string layerName, out bool mute, out float blendWeight) +
    Gets the blend properties (mute and blend weight 0-1) of the layer with the given name. +
  • +
  • + static void SetClipLayerBlendProperties(string layerName, bool mute, float blendWeight) +
    Sets the blend properties (mute and blend weight 0-1) of the layer with the given layer name. This method is useful for exporting an animation clip several times with different layers muted/unmuted. +
  • +

PoseEditor Overview

Properties

    +
  • + static bool IsWindowOpened +
    True when the Pose Editor window is opened and initialized. It might be necessary to focus either the Pose Editor or the Clip Editor window in order to initialize UMotion. +
  • +

Methods

    +
  • + static void OpenWindow() +
    Opens the UMotion Pose Editor window. If the window is already opened but hidden by another window, it is brought to the front. It takes at least one frame (or more) until the window is initialized. +
  • +
  • + static void SetAnimatedGameObject(GameObject gameObject) +
    Applies a GameObject (from the current Unity scene) to the Pose Editor. A UMotion project already needs to be loaded. +
  • +
  • + static void ClearAnimatedGameObject(PoseEditor.ClearMode clearMode = PoseEditor.ClearMode.RevertChanges) +
    Removes a GameObject from the Pose Editor. By default, the GameObject is reverted to the pose that it had before it has been assigned to UMotion. +
  • +

enum PoseEditor.ClearMode

    +
  • + RevertChanges +
    Restores the original pose of the GameObject before it was assigned to the UMotion Pose Editor. +
  • +
  • + KeepChanges +
    Keeps the current pose of the GameObject. +
  • +
+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UMotionAPI.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UMotionAPI.html.meta new file mode 100644 index 00000000..c14af05e --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UMotionAPI.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 368eb7d9662c8894c9fbc75c81322b24 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UnityTimelineIntegration.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UnityTimelineIntegration.html new file mode 100644 index 00000000..09913911 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UnityTimelineIntegration.html @@ -0,0 +1,256 @@ + + + + + + UMotion Manual - Unity Timeline Integration + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Unity Timeline Integration

UMotion can be used together with Unity's Timeline Editor or Unity's Animation Window. This is made possible by the Sync button in UMotion's Clip Editor.

+

Clip Editor - Sync button in the menu bar

When UMotion is synchronized:

    +
  • The Sync button turns red while synchronization is active.
  • +
  • Scrubbing the frame cursor on one of the two applications will automatically update the other one.
  • +
  • It is thus possible to preview animations in UMotion and Unity's Timeline/Animation Window at the same time.
  • +
  • Starting/stopping animation playback is also synchronized.
  • +

A special mode of synchronization is editing animation clips used in a Unity Timeline sequence (see below). This is useful for editing cut scenes.

Synchronizing with Timeline/Animation Window

Let's think of a horse riding scenario. In such a scenario it is necessary to make ensure that the animation of the player that sits on the horse matches with the animation of the horse. With synchronization this task gets easy as you can preview the animation of the horse via Unity's Animation or Timeline Window at the same time while editing the player's animation using UMotion.

Enable Synchronization

In the UMotion Clip Editor, click on Sync. You have the option to synchronize either with Unity Timeline or with Unity's Animation Window. It is possible to synchronize the frame cursors with or without offset. Synchronizing with offset is useful when one animation should start playing before/after the other. You can either choose to use the offset the frame cursors currently have (in respect to each other) or by using the last used offset.

+

Clip Editor - Options to synchronize with Unity's Animation Window

Disable Synchronization

Click on the Sync button in UMotion or on the Preview button in Unity's Timeline or Animation Window to disables synchronization.

Unity Timeline: Edit Animation Clips Professional

With UMotion it is possible to edit animation clips that are currently used in Unity Timeline. This is useful when creating and fine tuning cut scene sequences.

Warning: Please note that in Unity 2017.3 and below, Timeline is not playing root motion animations correctly. The root motion applied while played in Timeline can be slightly more or slightly less than the root motion that is applied when editing the animation clip using UMotion. This problem is fixed in Unity 2018.1 and above. More information: Known Issue 10

Editing a Unity Timeline clip:

    +
  • If the animation clip was already created/edited using UMotion open the according UMotion project (click on File ➔ Open Project).
  • +
  • If not, create a new UMotion project (click on File ➔ New Project). Make sure to select the same animation type (humanoid, generic or legacy) as the animation clip you want to edit.
  • +
  • Select the animation clip that should be edited in Unity Timeline by clicking on it with the left mouse button.
  • +
  • In the UMotion Clip Editor, click on Sync ➔ Timeline Window ➔ Edit Selected Clip.
  • +
  • If you created a new project in the first step, UMotion will now guide you through setting up the project so that the animation can be edited.
  • +
+

Clip Editor - Synchronize with Unity Timeline

UMotion is now synchronized with Unity Timeline and you can start editing the animation clip.

Things to consider:

    +
  • UMotion temporarily deactivates the binded GameObject from the related animation track in Unity Timeline. This is necessary so that UMotion can correctly play animations on that GameObject. As soon as synchronization is stopped the GameObject is activated again.
  • +
  • Only the currently edited animation clip of the same animation track can be previewed. Clips on other tracks are still previewed as usual.
  • +
  • While editing an animation clip, the blend settings for that timeline clip are ignored.
  • +
  • The extrapolation settings of the currently edited timeline clip are ignored. Use UMotion's Playback Navigation settings to e.g. enable looping in preview mode.
  • +
  • The speed multiplier and the root motion offsets are considered correctly.
  • +

As soon as you finished editing the animation clip export the animation (see Import / Export). Make sure to select the same export directory (in the Project Settings) as where the original animation clip is stored at. When exported correctly, Unity Timeline will automatically use the modified version of the animation clip.

Clicking on the Sync button in UMotion or on the Preview button in Unity Timeline disables the synchronization.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UnityTimelineIntegration.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UnityTimelineIntegration.html.meta new file mode 100644 index 00000000..c0ec8ba2 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UnityTimelineIntegration.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: bdef590de73e83c4fb2fd2ac96a8955e +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/VideoTutorials.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/VideoTutorials.html new file mode 100644 index 00000000..5d5a457c --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/VideoTutorials.html @@ -0,0 +1,260 @@ + + + + + + UMotion Manual - Video Tutorials + + + + + +
+ + +
+
+

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. + +
+
+
+
+
+

Video Tutorials

UMotion has plenty of video tutorials split into chapters similar to Unity's video tutorials. All features of UMotion are covered in the first two playlists. To see how a complete animation is created from scratch, the UMotion "In Practice" video series is what you are looking for. Each video has English subtitles that can be enabled in case you are having problems understanding the speaker. To enable the subtitles, click on the corresponding button in the embedded Youtube video.

Please note that the tutorials assume that you have at least some basic understanding about Unity's animation system. If not, please have a look at the links in the Further Reading section.

The video tutorials can be accessed via the following overview or by expanding the menu items in the table of content on the left-hand side of this manual. Subscribe to the Soxware Interactive - Youtube Channel to stay updated if new tutorials or feature previews are uploaded.

General

General video tutorials explaining all features that are available to UMotion Community and UMotion Professional users.

UMotion Pro Exclusive

The video tutorials in this playlist cover all features that are exclusive to UMotion Pro users.

UMotion "In Practice"

In this video series it is all about using UMotion's features in practical examples. Visit the UMotion Forum Thread to let me know what videos you would like to see in the future.

Videos by Jayanam

Jayanam is a Youtuber focused on creating Game Development related video tutorials.

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/VideoTutorials.html.meta b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/VideoTutorials.html.meta new file mode 100644 index 00000000..8bdb2546 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/VideoTutorials.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d4f9e9112187ae94caaec12eb0a588bc +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: -- cgit v1.1-26-g67d0