From fc6de82e75310b4c007d80753a5f58e6692f4855 Mon Sep 17 00:00:00 2001 From: chai Date: Tue, 13 Oct 2020 10:33:05 +0800 Subject: +misc --- Assets/Art/Shaders/UnityChan/CharaMain.cginc | 366 +- Assets/Art/Shaders/UnityChan/CharaSkin.cginc | 202 +- Assets/Editor/Optimization/AnimationOptimize.cs | 36 +- Assets/Scripts/Test/AimTest.cs | 32 +- Assets/Scripts/Test/CentreTest.cs | 44 +- Assets/Scripts/Test/FootIKTest.cs | 136 +- Assets/Scripts/Test/HitBoxTest.cs | 72 +- Assets/Scripts/Test/IKTest.cs | 66 +- Assets/Scripts/Test/PhysicsWorldTest.cs | 18 + Assets/Scripts/Test/PhysicsWorldTest.cs.meta | 11 + Assets/Scripts/Test/RootConstainTest.cs | 70 +- Assets/Scripts/Test/SaionjiScript.cs | 50 +- Assets/ThirdParty/Demigiant/DOTween/DOTween.XML | 4414 ++++++++++---------- Assets/ThirdParty/Demigiant/DOTween/DOTween43.xml | 128 +- Assets/ThirdParty/Demigiant/DOTween/DOTween46.xml | 370 +- Assets/ThirdParty/Demigiant/DOTween/DOTween50.xml | 206 +- .../Demigiant/DOTween/Editor/DOTweenEditor.XML | 130 +- Assets/ThirdParty/Demigiant/DOTween/readme.txt | 34 +- .../Demigiant/DOTweenPro/DOTweenAnimation.cs | 962 ++--- .../ThirdParty/Demigiant/DOTweenPro/DOTweenPro.XML | 142 +- .../DOTweenPro/DOTweenTextMeshPro.cs.addon | 476 +-- .../Demigiant/DOTweenPro/DOTweenTk2d.cs.addon | 284 +- .../DOTweenPro/Editor/DOTweenAnimationInspector.cs | 904 ++-- .../DOTweenPro/Editor/DOTweenProEditor.XML | 36 +- Assets/ThirdParty/Demigiant/DOTweenPro/readme.txt | 48 +- Assets/ThirdParty/Demigiant/DemiLib/DemiLib.xml | 72 +- .../Demigiant/DemiLib/Editor/DemiEditor.XML | 620 +-- Assets/ThirdParty/Demigiant/readme_DOTweenPro.txt | 46 +- .../UMotionEditor/Manual/UMotionManual.html | 472 +-- .../Manual/pages/AnimatedPropertiesList.html | 480 +-- .../UMotionEditor/Manual/pages/Animation.html | 476 +-- .../UMotionEditor/Manual/pages/Channels.html | 474 +-- .../UMotionEditor/Manual/pages/ChildOf.html | 480 +-- .../UMotionEditor/Manual/pages/ClipEditor.html | 474 +-- .../UMotionEditor/Manual/pages/ClipSettings.html | 474 +-- .../UMotionEditor/Manual/pages/ConfigDisplay.html | 474 +-- .../UMotionEditor/Manual/pages/ConfigMode.html | 474 +-- .../UMotionEditor/Manual/pages/Configuration.html | 478 +-- .../UMotionEditor/Manual/pages/Constraints.html | 472 +-- .../UMotionEditor/Manual/pages/Credits.html | 472 +-- .../UMotion/UMotionEditor/Manual/pages/Curves.html | 476 +-- .../UMotionEditor/Manual/pages/CustomProperty.html | 480 +-- .../UMotionEditor/Manual/pages/Dopesheet.html | 476 +-- .../Manual/pages/DopesheetCurves.html | 474 +-- .../UMotionEditor/Manual/pages/EditInPlayMode.html | 476 +-- .../Manual/pages/ExportingAnimationsFAQ.html | 484 +-- .../Manual/pages/FKtoIKConversion.html | 474 +-- .../Manual/pages/GeneralTutorials.html | 472 +-- .../UMotionEditor/Manual/pages/GettingStarted.html | 486 +-- .../Manual/pages/HowToCreateBetterAnimations.html | 472 +-- .../UMotionEditor/Manual/pages/IKSetupWizard.html | 486 +-- .../UMotionEditor/Manual/pages/ImportExport.html | 476 +-- .../UMotionEditor/Manual/pages/InPractice.html | 472 +-- .../UMotionEditor/Manual/pages/InPractice1.html | 474 +-- .../UMotionEditor/Manual/pages/InPractice2.html | 474 +-- .../UMotionEditor/Manual/pages/InPractice3.html | 474 +-- .../UMotionEditor/Manual/pages/InPractice4.html | 474 +-- .../UMotionEditor/Manual/pages/Introduction.html | 472 +-- .../Manual/pages/InverseKinematics.html | 478 +-- .../UMotionEditor/Manual/pages/Jayanam.html | 472 +-- .../UMotionEditor/Manual/pages/Jayanam1.html | 474 +-- .../UMotionEditor/Manual/pages/KnownIssues.html | 472 +-- .../UMotion/UMotionEditor/Manual/pages/Layers.html | 474 +-- .../UMotionEditor/Manual/pages/Lesson1.html | 474 +-- .../UMotionEditor/Manual/pages/Lesson2.html | 474 +-- .../UMotionEditor/Manual/pages/Lesson3.html | 474 +-- .../UMotionEditor/Manual/pages/Lesson4.html | 474 +-- .../UMotionEditor/Manual/pages/Lesson5.html | 474 +-- .../UMotionEditor/Manual/pages/Lesson6.html | 474 +-- .../UMotionEditor/Manual/pages/Lesson7.html | 474 +-- .../UMotionEditor/Manual/pages/Lesson8.html | 474 +-- .../UMotionEditor/Manual/pages/Lesson9.html | 474 +-- .../UMotionEditor/Manual/pages/MainNavigation.html | 474 +-- .../UMotionEditor/Manual/pages/MenuBar.html | 474 +-- .../UMotionEditor/Manual/pages/MenuBarEdit.html | 474 +-- .../UMotionEditor/Manual/pages/MenuBarFile.html | 476 +-- .../UMotionEditor/Manual/pages/MenuBarHelp.html | 474 +-- .../UMotionEditor/Manual/pages/MirrorMapping.html | 474 +-- .../UMotionEditor/Manual/pages/Options.html | 476 +-- .../UMotionEditor/Manual/pages/Playback.html | 474 +-- .../UMotionEditor/Manual/pages/PoseDisplay.html | 474 +-- .../UMotionEditor/Manual/pages/PoseEditor.html | 476 +-- .../UMotionEditor/Manual/pages/PoseMode.html | 472 +-- .../UMotionEditor/Manual/pages/Preferences.html | 478 +-- .../UMotionEditor/Manual/pages/ProLesson1.html | 474 +-- .../UMotionEditor/Manual/pages/ProLesson2.html | 474 +-- .../UMotionEditor/Manual/pages/ProLesson3.html | 474 +-- .../UMotionEditor/Manual/pages/ProLesson4.html | 474 +-- .../UMotionEditor/Manual/pages/ProLesson5.html | 474 +-- .../Manual/pages/ProfessionalExclusive.html | 472 +-- .../Manual/pages/ProjectSettings.html | 474 +-- .../UMotionEditor/Manual/pages/QuickStart.html | 474 +-- .../UMotionEditor/Manual/pages/ReleaseNotes.html | 2068 ++++----- .../UMotionEditor/Manual/pages/RigHierarchy.html | 478 +-- .../UMotionEditor/Manual/pages/RootMotion.html | 480 +-- .../UMotionEditor/Manual/pages/RotationModes.html | 476 +-- .../UMotionEditor/Manual/pages/Selection.html | 474 +-- .../UMotionEditor/Manual/pages/Support.html | 472 +-- .../UMotionEditor/Manual/pages/ToolAssistant.html | 486 +-- .../UMotion/UMotionEditor/Manual/pages/Tools.html | 474 +-- .../UMotionEditor/Manual/pages/UMotionAPI.html | 472 +-- .../Manual/pages/UnityTimelineIntegration.html | 478 +-- .../UMotionEditor/Manual/pages/VideoTutorials.html | 472 +-- .../UMotionEditor/Manual/styles/element_styles.css | 464 +- .../UMotionEditor/Manual/styles/theme_styles.css | 240 +- .../Manual/styles/treeview_styles.css | 206 +- .../MacOS/Editor/x64/AutodeskFbxSdkLicense.txt | 4 +- .../MacOS/Editor/x64/UnityFbxSdkNativeLicense.txt | 8 +- .../Contents/Info.plist | 76 +- .../Windows/Editor/x64/AutodeskFbxSdkLicense.txt | 4 +- .../Editor/x64/UnityFbxSdkNativeLicense.txt | 8 +- .../Scripts/Application/AssetResourcesFile.cs | 238 +- .../Application/VersionCompatibilityUtility.cs | 234 +- .../Scripts/Editor/AnimationCurveUtilityRecent.cs | 210 +- .../Editor/EditorVersionCompatibilityUtility.cs | 134 +- .../Scripts/Editor/GUICompatibilityUtility.cs | 202 +- .../UMotion/UMotionEditor/Shaders/CameraLit.shader | 146 +- .../UMotionEditor/Shaders/ColorUnlit.shader | 80 +- .../Shaders/ColorUnlitTransparent.shader | 84 +- .../UMotionEditor/Shaders/UnlitDashedLine.shader | 140 +- .../UMotion/UMotionEditor/Shaders/UnlitLine.shader | 126 +- .../UMotionEditor/Shaders/VertexColorUnlit.shader | 62 +- .../UMotion/UMotionEditor/Shaders/WiresOnly.shader | 130 +- .../Miscellaneous/Scripts/ResetPosition.cs | 50 +- .../UniVRM/Scripts/Format/VRMSpecVersion.cs.meta | 4 +- 125 files changed, 25039 insertions(+), 25010 deletions(-) create mode 100644 Assets/Scripts/Test/PhysicsWorldTest.cs create mode 100644 Assets/Scripts/Test/PhysicsWorldTest.cs.meta (limited to 'Assets') diff --git a/Assets/Art/Shaders/UnityChan/CharaMain.cginc b/Assets/Art/Shaders/UnityChan/CharaMain.cginc index f7b5fba1..fcb5530f 100644 --- a/Assets/Art/Shaders/UnityChan/CharaMain.cginc +++ b/Assets/Art/Shaders/UnityChan/CharaMain.cginc @@ -2,186 +2,186 @@ // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' -// Character shader -// Includes falloff shadow and highlight, specular, reflection, and normal mapping - -#define ENABLE_CAST_SHADOWS - -// Material parameters -float4 _Color; -float4 _ShadowColor; -float4 _LightColor0; -float _SpecularPower; - -float4 _MainTex_ST; - -// Textures -sampler2D _MainTex; -sampler2D _FalloffSampler; -sampler2D _RimLightSampler; -sampler2D _SpecularReflectionSampler; -sampler2D _EnvMapSampler; -sampler2D _NormalMapSampler; - -// Constants -#define FALLOFF_POWER 0.3 - -// Float types -#define float_t half -#define float2_t half2 -#define float3_t half3 -#define float4_t half4 -#define float3x3_t half3x3 - -#ifdef ENABLE_CAST_SHADOWS - -// Structure from vertex shader to fragment shader -struct v2f -{ - float4 pos : SV_POSITION; - LIGHTING_COORDS( 0, 1 ) - float2 uv : TEXCOORD2; - float3 eyeDir : TEXCOORD3; - float3 lightDir : TEXCOORD4; - float3 normal : TEXCOORD5; - #ifdef ENABLE_NORMAL_MAP - float3 tangent : TEXCOORD6; - float3 binormal : TEXCOORD7; - #endif -}; - -#else - -// Structure from vertex shader to fragment shader -struct v2f -{ - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float3 eyeDir : TEXCOORD1; - float3 lightDir : TEXCOORD2; - float3 normal : TEXCOORD3; - #ifdef ENABLE_NORMAL_MAP - float3 tangent : TEXCOORD4; - float3 binormal : TEXCOORD5; - #endif -}; - -#endif - -// Vertex shader -v2f vert( appdata_tan v ) -{ - v2f o; - o.pos = UnityObjectToClipPos( v.vertex ); - o.uv.xy = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); - o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz ); - - // Eye direction vector - float4 worldPos = mul( unity_ObjectToWorld, v.vertex ); - o.eyeDir.xyz = normalize( _WorldSpaceCameraPos.xyz - worldPos.xyz ).xyz; - o.lightDir = WorldSpaceLightDir( v.vertex ); - - #ifdef ENABLE_NORMAL_MAP - // Binormal and tangent (for normal map) - o.tangent = normalize( mul( unity_ObjectToWorld, float4_t( v.tangent.xyz, 0 ) ).xyz ); - o.binormal = normalize( cross( o.normal, o.tangent ) * v.tangent.w ); - #endif - - #ifdef ENABLE_CAST_SHADOWS - TRANSFER_VERTEX_TO_FRAGMENT( o ); - #endif - - return o; -} - -// Overlay blend -inline float3_t GetOverlayColor( float3_t inUpper, float3_t inLower ) -{ - float3_t oneMinusLower = float3_t( 1.0, 1.0, 1.0 ) - inLower; - float3_t valUnit = 2.0 * oneMinusLower; - float3_t minValue = 2.0 * inLower - float3_t( 1.0, 1.0, 1.0 ); - float3_t greaterResult = inUpper * valUnit + minValue; - - float3_t lowerResult = 2.0 * inLower * inUpper; - - half3 lerpVals = round(inLower); - return lerp(lowerResult, greaterResult, lerpVals); -} - -#ifdef ENABLE_NORMAL_MAP - - // Compute normal from normal map - inline float3_t GetNormalFromMap( v2f input ) - { - float3_t normalVec = tex2D( _NormalMapSampler, input.uv ).xyz * 2 - 1; - - // Fix for Metal graphics API - float3_t xBasis = float3_t( input.tangent.x, input.binormal.x, input.normal.x ); - float3_t yBasis = float3_t( input.tangent.y, input.binormal.y, input.normal.y ); - float3_t zBasis = float3_t( input.tangent.z, input.binormal.z, input.normal.z ); - - normalVec = float3_t( - dot( normalVec, xBasis ), - dot( normalVec, yBasis ), - dot( normalVec, zBasis ) - ); - normalVec = normalize( normalVec ); - - return normalVec; - } - -#endif - -// Fragment shader -float4 frag( v2f i ) : COLOR -{ - float4_t diffSamplerColor = tex2D( _MainTex, i.uv.xy ); - - #ifdef ENABLE_NORMAL_MAP - float3_t normalVec = GetNormalFromMap( i ); - #else - float3_t normalVec = i.normal; - #endif - - // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient - float_t normalDotEye = dot( normalVec, i.eyeDir.xyz ); - float_t falloffU = clamp( 1.0 - abs( normalDotEye ), 0.02, 0.98 ); - float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) ); - float3_t shadowColor = diffSamplerColor.rgb * diffSamplerColor.rgb; - float3_t combinedColor = lerp( diffSamplerColor.rgb, shadowColor, falloffSamplerColor.r ); - combinedColor *= ( 1.0 + falloffSamplerColor.rgb * falloffSamplerColor.a ); - - // Specular - // Use the eye vector as the light vector - float4_t reflectionMaskColor = tex2D( _SpecularReflectionSampler, i.uv.xy ); - float_t specularDot = dot( normalVec, i.eyeDir.xyz ); - float4_t lighting = lit( normalDotEye, specularDot, _SpecularPower ); - float3_t specularColor = saturate( lighting.z ) * reflectionMaskColor.rgb * diffSamplerColor.rgb; - combinedColor += specularColor; - - // Reflection - float3_t reflectVector = reflect( -i.eyeDir.xyz, normalVec ).xzy; - float2_t sphereMapCoords = 0.5 * ( float2_t( 1.0, 1.0 ) + reflectVector.xy ); - float3_t reflectColor = tex2D( _EnvMapSampler, sphereMapCoords ).rgb; - reflectColor = GetOverlayColor( reflectColor, combinedColor ); - - combinedColor = lerp( combinedColor, reflectColor, reflectionMaskColor.a ); - combinedColor *= _Color.rgb * _LightColor0.rgb; - float opacity = diffSamplerColor.a * _Color.a * _LightColor0.a; - - #ifdef ENABLE_CAST_SHADOWS - // Cast shadows - shadowColor = _ShadowColor.rgb * combinedColor; - float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 ); - combinedColor = lerp( shadowColor, combinedColor, attenuation ); - #endif - - // Rimlight - float_t rimlightDot = saturate( 0.5 * ( dot( normalVec, i.lightDir ) + 1.0 ) ); - falloffU = saturate( rimlightDot * falloffU ); - falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r; - float3_t lightColor = diffSamplerColor.rgb; // * 2.0; - combinedColor += falloffU * lightColor; - - return float4( combinedColor, opacity ); -} +// Character shader +// Includes falloff shadow and highlight, specular, reflection, and normal mapping + +#define ENABLE_CAST_SHADOWS + +// Material parameters +float4 _Color; +float4 _ShadowColor; +float4 _LightColor0; +float _SpecularPower; + +float4 _MainTex_ST; + +// Textures +sampler2D _MainTex; +sampler2D _FalloffSampler; +sampler2D _RimLightSampler; +sampler2D _SpecularReflectionSampler; +sampler2D _EnvMapSampler; +sampler2D _NormalMapSampler; + +// Constants +#define FALLOFF_POWER 0.3 + +// Float types +#define float_t half +#define float2_t half2 +#define float3_t half3 +#define float4_t half4 +#define float3x3_t half3x3 + +#ifdef ENABLE_CAST_SHADOWS + +// Structure from vertex shader to fragment shader +struct v2f +{ + float4 pos : SV_POSITION; + LIGHTING_COORDS( 0, 1 ) + float2 uv : TEXCOORD2; + float3 eyeDir : TEXCOORD3; + float3 lightDir : TEXCOORD4; + float3 normal : TEXCOORD5; + #ifdef ENABLE_NORMAL_MAP + float3 tangent : TEXCOORD6; + float3 binormal : TEXCOORD7; + #endif +}; + +#else + +// Structure from vertex shader to fragment shader +struct v2f +{ + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float3 eyeDir : TEXCOORD1; + float3 lightDir : TEXCOORD2; + float3 normal : TEXCOORD3; + #ifdef ENABLE_NORMAL_MAP + float3 tangent : TEXCOORD4; + float3 binormal : TEXCOORD5; + #endif +}; + +#endif + +// Vertex shader +v2f vert( appdata_tan v ) +{ + v2f o; + o.pos = UnityObjectToClipPos( v.vertex ); + o.uv.xy = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); + o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz ); + + // Eye direction vector + float4 worldPos = mul( unity_ObjectToWorld, v.vertex ); + o.eyeDir.xyz = normalize( _WorldSpaceCameraPos.xyz - worldPos.xyz ).xyz; + o.lightDir = WorldSpaceLightDir( v.vertex ); + + #ifdef ENABLE_NORMAL_MAP + // Binormal and tangent (for normal map) + o.tangent = normalize( mul( unity_ObjectToWorld, float4_t( v.tangent.xyz, 0 ) ).xyz ); + o.binormal = normalize( cross( o.normal, o.tangent ) * v.tangent.w ); + #endif + + #ifdef ENABLE_CAST_SHADOWS + TRANSFER_VERTEX_TO_FRAGMENT( o ); + #endif + + return o; +} + +// Overlay blend +inline float3_t GetOverlayColor( float3_t inUpper, float3_t inLower ) +{ + float3_t oneMinusLower = float3_t( 1.0, 1.0, 1.0 ) - inLower; + float3_t valUnit = 2.0 * oneMinusLower; + float3_t minValue = 2.0 * inLower - float3_t( 1.0, 1.0, 1.0 ); + float3_t greaterResult = inUpper * valUnit + minValue; + + float3_t lowerResult = 2.0 * inLower * inUpper; + + half3 lerpVals = round(inLower); + return lerp(lowerResult, greaterResult, lerpVals); +} + +#ifdef ENABLE_NORMAL_MAP + + // Compute normal from normal map + inline float3_t GetNormalFromMap( v2f input ) + { + float3_t normalVec = tex2D( _NormalMapSampler, input.uv ).xyz * 2 - 1; + + // Fix for Metal graphics API + float3_t xBasis = float3_t( input.tangent.x, input.binormal.x, input.normal.x ); + float3_t yBasis = float3_t( input.tangent.y, input.binormal.y, input.normal.y ); + float3_t zBasis = float3_t( input.tangent.z, input.binormal.z, input.normal.z ); + + normalVec = float3_t( + dot( normalVec, xBasis ), + dot( normalVec, yBasis ), + dot( normalVec, zBasis ) + ); + normalVec = normalize( normalVec ); + + return normalVec; + } + +#endif + +// Fragment shader +float4 frag( v2f i ) : COLOR +{ + float4_t diffSamplerColor = tex2D( _MainTex, i.uv.xy ); + + #ifdef ENABLE_NORMAL_MAP + float3_t normalVec = GetNormalFromMap( i ); + #else + float3_t normalVec = i.normal; + #endif + + // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient + float_t normalDotEye = dot( normalVec, i.eyeDir.xyz ); + float_t falloffU = clamp( 1.0 - abs( normalDotEye ), 0.02, 0.98 ); + float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) ); + float3_t shadowColor = diffSamplerColor.rgb * diffSamplerColor.rgb; + float3_t combinedColor = lerp( diffSamplerColor.rgb, shadowColor, falloffSamplerColor.r ); + combinedColor *= ( 1.0 + falloffSamplerColor.rgb * falloffSamplerColor.a ); + + // Specular + // Use the eye vector as the light vector + float4_t reflectionMaskColor = tex2D( _SpecularReflectionSampler, i.uv.xy ); + float_t specularDot = dot( normalVec, i.eyeDir.xyz ); + float4_t lighting = lit( normalDotEye, specularDot, _SpecularPower ); + float3_t specularColor = saturate( lighting.z ) * reflectionMaskColor.rgb * diffSamplerColor.rgb; + combinedColor += specularColor; + + // Reflection + float3_t reflectVector = reflect( -i.eyeDir.xyz, normalVec ).xzy; + float2_t sphereMapCoords = 0.5 * ( float2_t( 1.0, 1.0 ) + reflectVector.xy ); + float3_t reflectColor = tex2D( _EnvMapSampler, sphereMapCoords ).rgb; + reflectColor = GetOverlayColor( reflectColor, combinedColor ); + + combinedColor = lerp( combinedColor, reflectColor, reflectionMaskColor.a ); + combinedColor *= _Color.rgb * _LightColor0.rgb; + float opacity = diffSamplerColor.a * _Color.a * _LightColor0.a; + + #ifdef ENABLE_CAST_SHADOWS + // Cast shadows + shadowColor = _ShadowColor.rgb * combinedColor; + float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 ); + combinedColor = lerp( shadowColor, combinedColor, attenuation ); + #endif + + // Rimlight + float_t rimlightDot = saturate( 0.5 * ( dot( normalVec, i.lightDir ) + 1.0 ) ); + falloffU = saturate( rimlightDot * falloffU ); + falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r; + float3_t lightColor = diffSamplerColor.rgb; // * 2.0; + combinedColor += falloffU * lightColor; + + return float4( combinedColor, opacity ); +} diff --git a/Assets/Art/Shaders/UnityChan/CharaSkin.cginc b/Assets/Art/Shaders/UnityChan/CharaSkin.cginc index 15fb97ab..1f6d45be 100644 --- a/Assets/Art/Shaders/UnityChan/CharaSkin.cginc +++ b/Assets/Art/Shaders/UnityChan/CharaSkin.cginc @@ -2,104 +2,104 @@ // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' -// Character skin shader -// Includes falloff shadow - -#define ENABLE_CAST_SHADOWS - -// Material parameters -float4 _Color; -float4 _ShadowColor; -float4 _LightColor0; -float4 _MainTex_ST; - -// Textures -sampler2D _MainTex; -sampler2D _FalloffSampler; -sampler2D _RimLightSampler; - -// Constants -#define FALLOFF_POWER 1.0 - -#ifdef ENABLE_CAST_SHADOWS - -// Structure from vertex shader to fragment shader -struct v2f -{ - float4 pos : SV_POSITION; - LIGHTING_COORDS( 0, 1 ) - float3 normal : TEXCOORD2; - float2 uv : TEXCOORD3; - float3 eyeDir : TEXCOORD4; - float3 lightDir : TEXCOORD5; -}; - -#else - -// Structure from vertex shader to fragment shader -struct v2f -{ - float4 pos : SV_POSITION; - float3 normal : TEXCOORD0; - float2 uv : TEXCOORD1; - float3 eyeDir : TEXCOORD2; - float3 lightDir : TEXCOORD3; -}; - -#endif - -// Float types -#define float_t half -#define float2_t half2 -#define float3_t half3 -#define float4_t half4 - -// Vertex shader -v2f vert( appdata_base v ) -{ - v2f o; - o.pos = UnityObjectToClipPos( v.vertex ); - o.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); - o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz ); - - // Eye direction vector - float4_t worldPos = mul( unity_ObjectToWorld, v.vertex ); - o.eyeDir = normalize( _WorldSpaceCameraPos - worldPos ); - - o.lightDir = WorldSpaceLightDir( v.vertex ); - -#ifdef ENABLE_CAST_SHADOWS - TRANSFER_VERTEX_TO_FRAGMENT( o ); -#endif - - return o; -} - -// Fragment shader -float4 frag( v2f i ) : COLOR -{ - float4_t diffSamplerColor = tex2D( _MainTex, i.uv ); - - // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient - float_t normalDotEye = dot( i.normal, i.eyeDir ); - float_t falloffU = clamp( 1 - abs( normalDotEye ), 0.02, 0.98 ); - float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) ); - float3_t combinedColor = lerp( diffSamplerColor.rgb, falloffSamplerColor.rgb * diffSamplerColor.rgb, falloffSamplerColor.a ); - - // Rimlight - float_t rimlightDot = saturate( 0.5 * ( dot( i.normal, i.lightDir ) + 1.0 ) ); - falloffU = saturate( rimlightDot * falloffU ); - //falloffU = saturate( ( rimlightDot * falloffU - 0.5 ) * 32.0 ); - falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r; - float3_t lightColor = diffSamplerColor.rgb * 0.5; // * 2.0; - combinedColor += falloffU * lightColor; - -#ifdef ENABLE_CAST_SHADOWS - // Cast shadows - float3_t shadowColor = _ShadowColor.rgb * combinedColor; - float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 ); - combinedColor = lerp( shadowColor, combinedColor, attenuation ); -#endif - - return float4_t( combinedColor, diffSamplerColor.a ) * _Color * _LightColor0; -} +// Character skin shader +// Includes falloff shadow + +#define ENABLE_CAST_SHADOWS + +// Material parameters +float4 _Color; +float4 _ShadowColor; +float4 _LightColor0; +float4 _MainTex_ST; + +// Textures +sampler2D _MainTex; +sampler2D _FalloffSampler; +sampler2D _RimLightSampler; + +// Constants +#define FALLOFF_POWER 1.0 + +#ifdef ENABLE_CAST_SHADOWS + +// Structure from vertex shader to fragment shader +struct v2f +{ + float4 pos : SV_POSITION; + LIGHTING_COORDS( 0, 1 ) + float3 normal : TEXCOORD2; + float2 uv : TEXCOORD3; + float3 eyeDir : TEXCOORD4; + float3 lightDir : TEXCOORD5; +}; + +#else + +// Structure from vertex shader to fragment shader +struct v2f +{ + float4 pos : SV_POSITION; + float3 normal : TEXCOORD0; + float2 uv : TEXCOORD1; + float3 eyeDir : TEXCOORD2; + float3 lightDir : TEXCOORD3; +}; + +#endif + +// Float types +#define float_t half +#define float2_t half2 +#define float3_t half3 +#define float4_t half4 + +// Vertex shader +v2f vert( appdata_base v ) +{ + v2f o; + o.pos = UnityObjectToClipPos( v.vertex ); + o.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); + o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz ); + + // Eye direction vector + float4_t worldPos = mul( unity_ObjectToWorld, v.vertex ); + o.eyeDir = normalize( _WorldSpaceCameraPos - worldPos ); + + o.lightDir = WorldSpaceLightDir( v.vertex ); + +#ifdef ENABLE_CAST_SHADOWS + TRANSFER_VERTEX_TO_FRAGMENT( o ); +#endif + + return o; +} + +// Fragment shader +float4 frag( v2f i ) : COLOR +{ + float4_t diffSamplerColor = tex2D( _MainTex, i.uv ); + + // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient + float_t normalDotEye = dot( i.normal, i.eyeDir ); + float_t falloffU = clamp( 1 - abs( normalDotEye ), 0.02, 0.98 ); + float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) ); + float3_t combinedColor = lerp( diffSamplerColor.rgb, falloffSamplerColor.rgb * diffSamplerColor.rgb, falloffSamplerColor.a ); + + // Rimlight + float_t rimlightDot = saturate( 0.5 * ( dot( i.normal, i.lightDir ) + 1.0 ) ); + falloffU = saturate( rimlightDot * falloffU ); + //falloffU = saturate( ( rimlightDot * falloffU - 0.5 ) * 32.0 ); + falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r; + float3_t lightColor = diffSamplerColor.rgb * 0.5; // * 2.0; + combinedColor += falloffU * lightColor; + +#ifdef ENABLE_CAST_SHADOWS + // Cast shadows + float3_t shadowColor = _ShadowColor.rgb * combinedColor; + float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 ); + combinedColor = lerp( shadowColor, combinedColor, attenuation ); +#endif + + return float4_t( combinedColor, diffSamplerColor.a ) * _Color * _LightColor0; +} diff --git a/Assets/Editor/Optimization/AnimationOptimize.cs b/Assets/Editor/Optimization/AnimationOptimize.cs index 0a709cc1..c1baadcf 100644 --- a/Assets/Editor/Optimization/AnimationOptimize.cs +++ b/Assets/Editor/Optimization/AnimationOptimize.cs @@ -1,18 +1,18 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class AnimationOptimize : MonoBehaviour -{ - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - } -} +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AnimationOptimize : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/Test/AimTest.cs b/Assets/Scripts/Test/AimTest.cs index ad33221b..d69c4a41 100644 --- a/Assets/Scripts/Test/AimTest.cs +++ b/Assets/Scripts/Test/AimTest.cs @@ -1,16 +1,16 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class AimTest : MonoBehaviour -{ - public GameObject Go_ConstainObj; - - public GameObject Go_AimTarget; - - public void LateUpdate() - { - Go_ConstainObj.transform.LookAt(Go_AimTarget.transform); - } - -} +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AimTest : MonoBehaviour +{ + public GameObject Go_ConstainObj; + + public GameObject Go_AimTarget; + + public void LateUpdate() + { + Go_ConstainObj.transform.LookAt(Go_AimTarget.transform); + } + +} diff --git a/Assets/Scripts/Test/CentreTest.cs b/Assets/Scripts/Test/CentreTest.cs index 1338067d..b921cc59 100644 --- a/Assets/Scripts/Test/CentreTest.cs +++ b/Assets/Scripts/Test/CentreTest.cs @@ -1,22 +1,22 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class CentreTest : MonoBehaviour -{ - - public Transform Trans_Saionji_Left; - public Transform Trans_Saionji_Right; - - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - transform.position = (Trans_Saionji_Left.position + Trans_Saionji_Right.position ) / 2; - } -} +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CentreTest : MonoBehaviour +{ + + public Transform Trans_Saionji_Left; + public Transform Trans_Saionji_Right; + + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + transform.position = (Trans_Saionji_Left.position + Trans_Saionji_Right.position ) / 2; + } +} diff --git a/Assets/Scripts/Test/FootIKTest.cs b/Assets/Scripts/Test/FootIKTest.cs index f1711ade..5b939619 100644 --- a/Assets/Scripts/Test/FootIKTest.cs +++ b/Assets/Scripts/Test/FootIKTest.cs @@ -1,69 +1,69 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class FootIKTest : MonoBehaviour -{ - - Animator anim; - - public LayerMask layerMask; - - [Range(0, 1f)] - public float DistanceToGround; - - private void Start() - { - - anim = GetComponent(); - - } - - private void OnAnimatorIK(int layerIndex) - { - - if (anim) - { - - anim.SetIKPositionWeight(AvatarIKGoal.LeftFoot, anim.GetFloat("IKLeftFootWeight")); - anim.SetIKRotationWeight(AvatarIKGoal.LeftFoot, anim.GetFloat("IKLeftFootWeight")); - anim.SetIKPositionWeight(AvatarIKGoal.RightFoot, anim.GetFloat("IKRightFootWeight")); - anim.SetIKRotationWeight(AvatarIKGoal.RightFoot, anim.GetFloat("IKRightFootWeight")); - - // Left Foot - RaycastHit hit; - Ray ray = new Ray(anim.GetIKPosition(AvatarIKGoal.LeftFoot) + Vector3.up, Vector3.down); - if (Physics.Raycast(ray, out hit, DistanceToGround + 1f, layerMask)) - { - if (hit.transform.tag == "Walkable") - { - Vector3 footOriginForward = anim.GetBoneTransform(HumanBodyBones.LeftFoot).forward; - Vector3 footPosition = hit.point; - footPosition.y += DistanceToGround; - anim.SetIKPosition(AvatarIKGoal.LeftFoot, footPosition); - anim.SetIKRotation(AvatarIKGoal.LeftFoot, Quaternion.LookRotation(footOriginForward - Vector3.Dot(footOriginForward, hit.normal) *(hit.normal), hit.normal)); - } - } - - // Right Foot - ray = new Ray(anim.GetIKPosition(AvatarIKGoal.RightFoot) + Vector3.up, Vector3.down); - if (Physics.Raycast(ray, out hit, DistanceToGround + 1f, layerMask)) - { - - if (hit.transform.tag == "Walkable") - { - Vector3 footOriginForward = anim.GetBoneTransform(HumanBodyBones.RightFoot).forward; - Vector3 footPosition = hit.point; - footPosition.y += DistanceToGround; - anim.SetIKPosition(AvatarIKGoal.RightFoot, footPosition); - anim.SetIKRotation(AvatarIKGoal.RightFoot, Quaternion.LookRotation(footOriginForward - Vector3.Dot(footOriginForward, hit.normal) * (hit.normal), hit.normal)); - } - - } - - - } - - } - +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FootIKTest : MonoBehaviour +{ + + Animator anim; + + public LayerMask layerMask; + + [Range(0, 1f)] + public float DistanceToGround; + + private void Start() + { + + anim = GetComponent(); + + } + + private void OnAnimatorIK(int layerIndex) + { + + if (anim) + { + + anim.SetIKPositionWeight(AvatarIKGoal.LeftFoot, anim.GetFloat("IKLeftFootWeight")); + anim.SetIKRotationWeight(AvatarIKGoal.LeftFoot, anim.GetFloat("IKLeftFootWeight")); + anim.SetIKPositionWeight(AvatarIKGoal.RightFoot, anim.GetFloat("IKRightFootWeight")); + anim.SetIKRotationWeight(AvatarIKGoal.RightFoot, anim.GetFloat("IKRightFootWeight")); + + // Left Foot + RaycastHit hit; + Ray ray = new Ray(anim.GetIKPosition(AvatarIKGoal.LeftFoot) + Vector3.up, Vector3.down); + if (Physics.Raycast(ray, out hit, DistanceToGround + 1f, layerMask)) + { + if (hit.transform.tag == "Walkable") + { + Vector3 footOriginForward = anim.GetBoneTransform(HumanBodyBones.LeftFoot).forward; + Vector3 footPosition = hit.point; + footPosition.y += DistanceToGround; + anim.SetIKPosition(AvatarIKGoal.LeftFoot, footPosition); + anim.SetIKRotation(AvatarIKGoal.LeftFoot, Quaternion.LookRotation(footOriginForward - Vector3.Dot(footOriginForward, hit.normal) *(hit.normal), hit.normal)); + } + } + + // Right Foot + ray = new Ray(anim.GetIKPosition(AvatarIKGoal.RightFoot) + Vector3.up, Vector3.down); + if (Physics.Raycast(ray, out hit, DistanceToGround + 1f, layerMask)) + { + + if (hit.transform.tag == "Walkable") + { + Vector3 footOriginForward = anim.GetBoneTransform(HumanBodyBones.RightFoot).forward; + Vector3 footPosition = hit.point; + footPosition.y += DistanceToGround; + anim.SetIKPosition(AvatarIKGoal.RightFoot, footPosition); + anim.SetIKRotation(AvatarIKGoal.RightFoot, Quaternion.LookRotation(footOriginForward - Vector3.Dot(footOriginForward, hit.normal) * (hit.normal), hit.normal)); + } + + } + + + } + + } + } \ No newline at end of file diff --git a/Assets/Scripts/Test/HitBoxTest.cs b/Assets/Scripts/Test/HitBoxTest.cs index 57b0d1af..139ec287 100644 --- a/Assets/Scripts/Test/HitBoxTest.cs +++ b/Assets/Scripts/Test/HitBoxTest.cs @@ -1,36 +1,36 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -// AABB hitbox -public class HitBoxTest : MonoBehaviour -{ - public bool DrawGizmo; - - [SerializeField] - private bool m_IsActive; - - [SerializeField] - private Vector3 m_TopLeft, m_RightBottom; - - private void OnDrawGizmos() - { - if (!DrawGizmo) return; - Gizmos.color = Color.green; - Vector3 topleft = transform.position + m_TopLeft; - Vector3 rightbottom = transform.position + m_RightBottom; - Gizmos.DrawCube((topleft + rightbottom) / 2, rightbottom - topleft); - } - - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - } -} +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +// AABB hitbox +public class HitBoxTest : MonoBehaviour +{ + public bool DrawGizmo; + + [SerializeField] + private bool m_IsActive; + + [SerializeField] + private Vector3 m_TopLeft, m_RightBottom; + + private void OnDrawGizmos() + { + if (!DrawGizmo) return; + Gizmos.color = Color.green; + Vector3 topleft = transform.position + m_TopLeft; + Vector3 rightbottom = transform.position + m_RightBottom; + Gizmos.DrawCube((topleft + rightbottom) / 2, rightbottom - topleft); + } + + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/Test/IKTest.cs b/Assets/Scripts/Test/IKTest.cs index 4e203be9..fdc5c2a3 100644 --- a/Assets/Scripts/Test/IKTest.cs +++ b/Assets/Scripts/Test/IKTest.cs @@ -1,33 +1,33 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class IKTest : MonoBehaviour -{ - public GameObject Go_FootIK; - [Range(0,1)] - public float IKWeight; - - private Animator animator; - - private void Start() - { - - } - - private void OnAnimatorIK(int layerIndex) - { - if(animator == null) - { - animator = GetComponent(); - } - - animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, IKWeight); - animator.SetIKPosition(AvatarIKGoal.LeftFoot, Go_FootIK.transform.position); - - animator.SetIKRotationWeight(AvatarIKGoal.LeftFoot, IKWeight); - animator.SetIKRotation(AvatarIKGoal.LeftFoot, Go_FootIK.transform.rotation); - - } - -} +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class IKTest : MonoBehaviour +{ + public GameObject Go_FootIK; + [Range(0,1)] + public float IKWeight; + + private Animator animator; + + private void Start() + { + + } + + private void OnAnimatorIK(int layerIndex) + { + if(animator == null) + { + animator = GetComponent(); + } + + animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, IKWeight); + animator.SetIKPosition(AvatarIKGoal.LeftFoot, Go_FootIK.transform.position); + + animator.SetIKRotationWeight(AvatarIKGoal.LeftFoot, IKWeight); + animator.SetIKRotation(AvatarIKGoal.LeftFoot, Go_FootIK.transform.rotation); + + } + +} diff --git a/Assets/Scripts/Test/PhysicsWorldTest.cs b/Assets/Scripts/Test/PhysicsWorldTest.cs new file mode 100644 index 00000000..7c177213 --- /dev/null +++ b/Assets/Scripts/Test/PhysicsWorldTest.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PhysicsWorldTest : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/Test/PhysicsWorldTest.cs.meta b/Assets/Scripts/Test/PhysicsWorldTest.cs.meta new file mode 100644 index 00000000..6e113c78 --- /dev/null +++ b/Assets/Scripts/Test/PhysicsWorldTest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bef3db5279f15c347a57f806171eaa33 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Test/RootConstainTest.cs b/Assets/Scripts/Test/RootConstainTest.cs index 43c22b67..3de174ee 100644 --- a/Assets/Scripts/Test/RootConstainTest.cs +++ b/Assets/Scripts/Test/RootConstainTest.cs @@ -1,35 +1,35 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class RootConstainTest : MonoBehaviour -{ - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - } - - private void OnAnimatorMove() - { - Animator animator = GetComponent(); - - // 约束z=0 - if (animator) - { - //animator.ApplyBuiltinRootMotion(); - transform.position += new Vector3(animator.deltaPosition.x, animator.deltaPosition.y, 0); - transform.forward = animator.deltaRotation * transform.forward; - Vector3 euler = animator.deltaRotation.ToEuler(); - euler.x = euler.z = euler.y = 0; - transform.rotation *= Quaternion.Euler(euler); - } - } - -} +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RootConstainTest : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + + private void OnAnimatorMove() + { + Animator animator = GetComponent(); + + // 约束z=0 + if (animator) + { + //animator.ApplyBuiltinRootMotion(); + transform.position += new Vector3(animator.deltaPosition.x, animator.deltaPosition.y, 0); + transform.forward = animator.deltaRotation * transform.forward; + Vector3 euler = animator.deltaRotation.ToEuler(); + euler.x = euler.z = euler.y = 0; + transform.rotation *= Quaternion.Euler(euler); + } + } + +} diff --git a/Assets/Scripts/Test/SaionjiScript.cs b/Assets/Scripts/Test/SaionjiScript.cs index be2fdd59..67a042bd 100644 --- a/Assets/Scripts/Test/SaionjiScript.cs +++ b/Assets/Scripts/Test/SaionjiScript.cs @@ -1,25 +1,25 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class SaionjiScript : MonoBehaviour -{ - - - // Start is called before the first frame update - void Start() - { - - } - - private void OnCollisionEnter(Collision collision) - { - Debug.Log("OnCollisionEnter()"); - } - - private void OnTriggerEnter(Collider other) - { - Debug.Log("OnTriggerEnter()"); - } - -} +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class SaionjiScript : MonoBehaviour +{ + HitBoxTest hitbox; + + // Start is called before the first frame update + void Start() + { + + } + + private void OnCollisionEnter(Collision collision) + { + Debug.Log("OnCollisionEnter()"); + } + + private void OnTriggerEnter(Collider other) + { + Debug.Log("OnTriggerEnter()"); + } + +} diff --git a/Assets/ThirdParty/Demigiant/DOTween/DOTween.XML b/Assets/ThirdParty/Demigiant/DOTween/DOTween.XML index dfd017bc..74ae353b 100644 --- a/Assets/ThirdParty/Demigiant/DOTween/DOTween.XML +++ b/Assets/ThirdParty/Demigiant/DOTween/DOTween.XML @@ -1,2207 +1,2207 @@ - - - - DOTween - - - - - Update type - - - - Updates every frame during Update calls - - - Updates every frame during LateUpdate calls - - - Updates using FixedUpdate calls - - - - Path mode (used to determine correct LookAt orientation) - - - - Ignores the path mode (and thus LookAt behaviour) - - - Regular 3D path - - - 2D top-down path - - - 2D side-scroller path - - - - Used internally - - - - - This class serves only as a utility class to store tween settings to apply on multiple tweens. - It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining - - - - A variable you can eventually Clear and reuse when needed, - to avoid instantiating TweenParams objects - - - Creates a new TweenParams object, which you can use to store tween settings - to pass to multiple tweens via myTween.SetAs(myTweenParms) - - - Clears and resets this TweenParams instance using default values, - so it can be reused without instantiating another one - - - Sets the autoKill behaviour of the tween. - Has no effect if the tween has already started - If TRUE the tween will be automatically killed when complete - - - Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. - The ID to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets the target for the tween, which can then be used as a filter with DOTween's static methods. - IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. - When using shorcuts the shortcut target is already assigned as the tween's target, - so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. - The target to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets the looping options for the tween. - Has no effect if the tween has already started - Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) - Loop behaviour type (default: LoopType.Restart) - - - Sets the ease of the tween. - If applied to Sequences eases the whole sequence animation - Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158) - Eventual period to use with Elastic easeType (default is 0) - - - Sets the ease of the tween using an AnimationCurve. - If applied to Sequences eases the whole sequence animation - - - Sets the ease of the tween using a custom ease function. - If applied to Sequences eases the whole sequence animation - - - Sets the recycling behaviour for the tween. - If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. - - - Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed) - and lets you choose if it should be independent from Unity's Time.timeScale - If TRUE the tween will ignore Unity's Time.timeScale - - - Sets the type of update (default or independent) for the tween - The type of update (default: UpdateType.Normal) - If TRUE the tween will ignore Unity's Time.timeScale - - - Sets the onStart callback for the tween. - Called the first time the tween is set in a playing state, after any eventual delay - - - Sets the onPlay callback for the tween. - Called when the tween is set in a playing state, after any eventual delay. - Also called each time the tween resumes playing from a paused state - - - Sets the onRewind callback for the tween. - Called when the tween is rewinded, - either by calling Rewind or by reaching the start position while playing backwards. - Rewinding a tween that is already rewinded will not fire this callback - - - Sets the onUpdate callback for the tween. - Called each time the tween updates - - - Sets the onStepComplete callback for the tween. - Called the moment the tween completes one loop cycle, even when going backwards - - - Sets the onComplete callback for the tween. - Called the moment the tween reaches its final forward position, loops included - - - Sets the onKill callback for the tween. - Called the moment the tween is killed - - - Sets the onWaypointChange callback for the tween. - Called when a path tween reaches a new waypoint - - - Sets a delayed startup for the tween. - Has no effect on Sequences or if the tween has already started - - - If isRelative is TRUE sets the tween as relative - (the endValue will be calculated as startValue + endValue instead than being used directly). - Has no effect on Sequences or if the tween has already started - - - If isSpeedBased is TRUE sets the tween as speed based - (the duration will represent the number of units the tween moves x second). - Has no effect on Sequences, nested tweens, or if the tween has already started - - - - Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween). - Contains all instance-based methods - - - - - Used to allow method chaining with DOTween.Init - - - - - Directly sets the current max capacity of Tweeners and Sequences - (meaning how many Tweeners and Sequences can be running at the same time), - so that DOTween doesn't need to automatically increase them in case the max is reached - (which might lead to hiccups when that happens). - Sequences capacity must be less or equal to Tweeners capacity - (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). - Beware: use this method only when there are no tweens running. - - Max Tweeners capacity. - Default: 200 - Max Sequences capacity. - Default: 50 - - - Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame - - - - Directly sets the current max capacity of Tweeners and Sequences - (meaning how many Tweeners and Sequences can be running at the same time), - so that DOTween doesn't need to automatically increase them in case the max is reached - (which might lead to hiccups when that happens). - Sequences capacity must be less or equal to Tweeners capacity - (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). - Beware: use this method only when there are no tweens running. - - Max Tweeners capacity. - Default: 200 - Max Sequences capacity. - Default: 50 - - - - Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation) - - - - - Controls other tweens as a group - - - - - Indicates either a Tweener or a Sequence - - - - Called the first time the tween is set in a playing state, after any eventual delay - - - TimeScale for the tween - - - If TRUE the tween wil go backwards - - - Id (usable for filtering with DOTween static methods). Can be an int, a string, an object, or anything else - - - Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shorcuts - - - Called when the tween is set in a playing state, after any eventual delay. - Also called each time the tween resumes playing from a paused state - - - Called when the tween state changes from playing to paused. - If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. - - - Called when the tween is rewinded, - either by calling Rewind or by reaching the start position while playing backwards. - Rewinding a tween that is already rewinded will not fire this callback - - - Called each time the tween updates - - - Called the moment the tween completes one loop cycle - - - Called the moment the tween reaches completion (loops included) - - - Called the moment the tween is killed - - - Called when a path tween's current waypoint changes - - - Gets and sets the time position (loops included, delays excluded) of the tween - - - - Rotation mode used with DORotate methods - - - - - Fastest way that never rotates beyond 360° - - - - - Fastest way that rotates beyond 360° - - - - - Adds the given rotation to the transform using world axis and an advanced precision mode - (like when using transform.Rotate(Space.World)). - In this mode the end value is is always considered relative - - - - - Adds the given rotation to the transform's local axis - (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)). - In this mode the end value is is always considered relative - - - - - This plugin generates some GC allocations at startup - - - - - Don't assign this! It's assigned automatically when creating 0 duration tweens - - - - - Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function - - - - - Types of log behaviours - - - - Log only warnings and errors - - - Log warnings, errors and additional infos - - - Log only errors - - - - Methods that extend Tween objects and allow to set their parameters - - - - Sets the autoKill behaviour of the tween. - Has no effect if the tween has already started - - - Sets the autoKill behaviour of the tween. - Has no effect if the tween has already started - If TRUE the tween will be automatically killed when complete - - - Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. - The ID to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets the target for the tween, which can then be used as a filter with DOTween's static methods. - IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. - When using shorcuts the shortcut target is already assigned as the tween's target, - so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. - The target to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets the looping options for the tween. - Has no effect if the tween has already started - Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) - - - Sets the looping options for the tween. - Has no effect if the tween has already started - Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) - Loop behaviour type (default: LoopType.Restart) - - - Sets the ease of the tween. - If applied to Sequences eases the whole sequence animation - - - Sets the ease of the tween. - If applied to Sequences eases the whole sequence animation - Eventual overshoot to use with Back ease (default is 1.70158) - - - Sets the ease of the tween. - If applied to Sequences eases the whole sequence animation - Eventual amplitude to use with Elastic easeType (default is 1.70158) - Eventual period to use with Elastic easeType (default is 0) - - - Sets the ease of the tween using an AnimationCurve. - If applied to Sequences eases the whole sequence animation - - - Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1). - If applied to Sequences eases the whole sequence animation - - - Allows the tween to be recycled after being killed. - - - Sets the recycling behaviour for the tween. - If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. - - - Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale - If TRUE the tween will ignore Unity's Time.timeScale - - - Sets the type of update for the tween - The type of update (defalt: UpdateType.Normal) - - - Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale - The type of update - If TRUE the tween will ignore Unity's Time.timeScale - - - Sets the onStart callback for the tween. - Called the first time the tween is set in a playing state, after any eventual delay - - - Sets the onPlay callback for the tween. - Called when the tween is set in a playing state, after any eventual delay. - Also called each time the tween resumes playing from a paused state - - - Sets the onPlay callback for the tween. - Called when the tween state changes from playing to paused. - If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. - - - Sets the onRewind callback for the tween. - Called when the tween is rewinded, - either by calling Rewind or by reaching the start position while playing backwards. - Rewinding a tween that is already rewinded will not fire this callback - - - Sets the onUpdate callback for the tween. - Called each time the tween updates - - - Sets the onStepComplete callback for the tween. - Called the moment the tween completes one loop cycle, even when going backwards - - - Sets the onComplete callback for the tween. - Called the moment the tween reaches its final forward position, loops included - - - Sets the onKill callback for the tween. - Called the moment the tween is killed - - - Sets the onWaypointChange callback for the tween. - Called when a path tween's current waypoint changes - - - Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one. - Doesn't copy specific SetOptions settings: those will need to be applied manually each time. - Has no effect if the tween has already started. - NOTE: the tween's target will not be changed - Tween from which to copy the parameters - - - Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams. - Has no effect if the tween has already started. - TweenParams from which to copy the parameters - - - Adds the given tween to the end of the Sequence. - Has no effect if the Sequence has already started - The tween to append - - - Adds the given tween to the beginning of the Sequence, pushing forward the other nested content. - Has no effect if the Sequence has already started - The tween to prepend - - - Inserts the given tween at the same time position of the last tween added to the Sequence. - Has no effect if the Sequence has already started - - - Inserts the given tween at the given time position in the Sequence, - automatically adding an interval if needed. - Has no effect if the Sequence has already started - The time position where the tween will be placed - The tween to insert - - - Adds the given interval to the end of the Sequence. - Has no effect if the Sequence has already started - The interval duration - - - Adds the given interval to the beginning of the Sequence, pushing forward the other nested content. - Has no effect if the Sequence has already started - The interval duration - - - Adds the given callback to the end of the Sequence. - Has no effect if the Sequence has already started - The callback to append - - - Adds the given callback to the beginning of the Sequence, pushing forward the other nested content. - Has no effect if the Sequence has already started - The callback to prepend - - - Inserts the given callback at the given time position in the Sequence, - automatically adding an interval if needed. - Has no effect if the Sequence has already started - The time position where the callback will be placed - The callback to insert - - - Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue - then immediately sends the target to the previously set endValue. - - - Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue - then immediately sends the target to the previously set endValue. - If TRUE the FROM value will be calculated as relative to the current one - - - Sets a delayed startup for the tween. - Has no effect on Sequences or if the tween has already started - - - Sets the tween as relative - (the endValue will be calculated as startValue + endValue instead than being used directly). - Has no effect on Sequences or if the tween has already started - - - If isRelative is TRUE sets the tween as relative - (the endValue will be calculated as startValue + endValue instead than being used directly). - Has no effect on Sequences or if the tween has already started - - - If isSpeedBased is TRUE sets the tween as speed based - (the duration will represent the number of units the tween moves x second). - Has no effect on Sequences, nested tweens, or if the tween has already started - - - If isSpeedBased is TRUE sets the tween as speed based - (the duration will represent the number of units the tween moves x second). - Has no effect on Sequences, nested tweens, or if the tween has already started - - - Options for float tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector2 tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector2 tweens - Selecting an axis will tween the vector only on that axis, leaving the others untouched - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector3 tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector3 tweens - Selecting an axis will tween the vector only on that axis, leaving the others untouched - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector4 tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector4 tweens - Selecting an axis will tween the vector only on that axis, leaving the others untouched - If TRUE the tween will smoothly snap all values to integers - - - Options for Quaternion tweens - If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°. - If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative - - - Options for Color tweens - If TRUE only the alpha value of the color will be tweened - - - Options for Vector4 tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector4 tweens - If TRUE, rich text will be interpreted correctly while animated, - otherwise all tags will be considered as normal text - The type of scramble to use, if any - A string containing the characters to use for scrambling. - Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. - Leave it to NULL to use default ones - - - Options for Vector3Array tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector3Array tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Path tweens (created via the DOPath shortcut) - The eventual movement axis to lock. You can input multiple axis if you separate them like this: - AxisConstrain.X | AxisConstraint.Y - The eventual rotation axis to lock. You can input multiple axis if you separate them like this: - AxisConstrain.X | AxisConstraint.Y - - - Options for Path tweens (created via the DOPath shortcut) - If TRUE the path will be automatically closed - The eventual movement axis to lock. You can input multiple axis if you separate them like this: - AxisConstrain.X | AxisConstraint.Y - The eventual rotation axis to lock. You can input multiple axis if you separate them like this: - AxisConstrain.X | AxisConstraint.Y - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target towards the given position. - Must be chained directly to the tween creation method or to a SetOptions - The position to look at - The eventual direction to consider as "forward". - If left to NULL defaults to the regular forward side of the transform - The vector that defines in which direction up is (default: Vector3.up) - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target towards another transform. - Must be chained directly to the tween creation method or to a SetOptions - The transform to look at - The eventual direction to consider as "forward". - If left to NULL defaults to the regular forward side of the transform - The vector that defines in which direction up is (default: Vector3.up) - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target to the path, with the given lookAhead. - Must be chained directly to the tween creation method or to a SetOptions - The percentage of lookAhead to use (0 to 1) - The eventual direction to consider as "forward". - If left to NULL defaults to the regular forward side of the transform - The vector that defines in which direction up is (default: Vector3.up) - - - - Methods that extend Tween objects and allow to control or get data from them - - - - Completes the tween - - - Flips the direction of this tween (backwards if it was going forward or viceversa) - - - Forces the tween to initialize its settings immediately - - - Send the tween to the given position in time - Time position to reach - (if higher than the whole tween duration the tween will simply reach its end) - If TRUE will play the tween after reaching the given position, otherwise it will pause it - - - Kills the tween - If TRUE completes the tween before killing it - - - Pauses the tween - - - Plays the tween - - - Sets the tween in a backwards direction and plays it - - - Sets the tween in a forward direction and plays it - - - Restarts the tween from the beginning - If TRUE includes the eventual tween delay, otherwise skips it - - - Rewinds the tween - If TRUE includes the eventual tween delay, otherwise skips it - - - Plays the tween if it was paused, pauses it if it was playing - - - Send a path tween to the given waypoint. - Has no effect if this is not a path tween. - BEWARE, this is a special utility method: - it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually - (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes) - Waypoint index to reach - (if higher than the max waypoint index the tween will simply go to the last one) - If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it - - - - Creates a yield instruction that waits until the tween is killed or complete. - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForCompletion(); - - - - - Creates a yield instruction that waits until the tween is killed or rewinded. - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForRewind(); - - - - - Creates a yield instruction that waits until the tween is killed. - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForKill(); - - - - - Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops. - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForElapsedLoops(2); - - Elapsed loops to wait for - - - - Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded). - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForPosition(2.5f); - - Position (loops included, delays excluded) to wait for - - - - Creates a yield instruction that waits until the tween is killed or started - (meaning when the tween is set in a playing state the first time, after any eventual delay). - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForStart(); - - - - Returns the total number of loops completed by this tween - - - Returns the eventual delay set for this tween - - - Returns the duration of this tween (delays excluded). - NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts - If TRUE returns the full duration loops included, - otherwise the duration of a single loop cycle - - - Returns the elapsed time for this tween (delays exluded) - If TRUE returns the elapsed time since startup loops included, - otherwise the elapsed time within the current loop cycle - - - Returns the elapsed percentage (0 to 1) of this tween (delays exluded) - If TRUE returns the elapsed percentage since startup loops included, - otherwise the elapsed percentage within the current loop cycle - - - Returns the elapsed percentage (0 to 1) of this tween (delays exluded), - based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1 - - - Returns FALSE if this tween has been killed. - BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway. - When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL. - If you want to be sure your references are set to NULL when a tween is killed you can use the OnKill callback like this: - .OnKill(()=> myTweenReference = null) - - - Returns TRUE if this tween was reversed and is set to go backwards - - - Returns TRUE if the tween is complete - (silently fails and returns FALSE if the tween has been killed) - - - Returns TRUE if this tween has been initialized - - - Returns TRUE if this tween is playing - - - - Returns a point on a path based on the given path percentage - (returns Vector3.zero if this is not a path tween, if the tween is invalid, or if the path is not yet initialized) - A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). - You can force a path to be initialized by calling myTween.ForceInit(). - - Percentage of the path (0 to 1) on which to get the point - - - - Returns the length of a path (returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized). - A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). - You can force a path to be initialized by calling myTween.ForceInit(). - - - - - Used for tween callbacks - - - - - Used for tween callbacks - - - - - Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1. - - - - - Used in place of System.Func, which is not available in mscorlib. - - - - - Used in place of System.Action. - - - - - Types of autoPlay behaviours - - - - No tween is automatically played - - - Only Sequences are automatically played - - - Only Tweeners are automatically played - - - All tweens are automatically played - - - - Methods that extend known Unity objects and allow to directly create and control tweens from their instances - - - - Tweens an AudioSource's volume to the given value. - Also stores the AudioSource as the tween's target so it can be used for filtered operations - The end value to reach (0 to 1)The duration of the tween - - - Tweens an AudioSource's pitch to the given value. - Also stores the AudioSource as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's aspect to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's backgroundColor to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's farClipPlane to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's fieldOfView to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's nearClipPlane to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's orthographicSize to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's pixelRect to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's rect to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Shakes a Camera's localPosition along its relative X Y axes with the given values. - Also stores the camera as the tween's target so it can be used for filtered operations - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - - - Shakes a Camera's localPosition along its relative X Y axes with the given values. - Also stores the camera as the tween's target so it can be used for filtered operations - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - - - Shakes a Camera's localRotation. - Also stores the camera as the tween's target so it can be used for filtered operations - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - - - Shakes a Camera's localRotation. - Also stores the camera as the tween's target so it can be used for filtered operations - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - - - Tweens a Light's color to the given value. - Also stores the light as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Light's intensity to the given value. - Also stores the light as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Light's shadowStrength to the given value. - Also stores the light as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a LineRenderer's color to the given value. - Also stores the LineRenderer as the tween's target so it can be used for filtered operations. - Note that this method requires to also insert the start colors for the tween, - since LineRenderers have no way to get them. - The start value to tween from - The end value to reachThe duration of the tween - - - Tweens a Material's color to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Material's named color property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween (like _Tint or _SpecColor) - The duration of the tween - - - Tweens a Material's alpha color to the given value - (will have no effect unless your material supports transparency). - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Material's alpha color to the given value - (will have no effect unless your material supports transparency). - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween (like _Tint or _SpecColor) - The duration of the tween - - - Tweens a Material's named float property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween - The duration of the tween - - - Tweens a Material's texture offset to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The duration of the tween - - - Tweens a Material's named texture offset property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween - The duration of the tween - - - Tweens a Material's texture scale to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The duration of the tween - - - Tweens a Material's named texture scale property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween - The duration of the tween - - - Tweens a Material's named Vector property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween - The duration of the tween - - - Tweens a Rigidbody's position to the given value. - Also stores the rigidbody as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Rigidbody's X position to the given value. - Also stores the rigidbody as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Rigidbody's Y position to the given value. - Also stores the rigidbody as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Rigidbody's Z position to the given value. - Also stores the rigidbody as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Rigidbody's rotation to the given value. - Also stores the rigidbody as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - Rotation mode - - - Tweens a Rigidbody's rotation so that it will look towards the given position. - Also stores the rigidbody as the tween's target so it can be used for filtered operations - The position to look atThe duration of the tween - Eventual axis constraint for the rotation - The vector that defines in which direction up is (default: Vector3.up) - - - Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis. - Returns a Sequence instead of a Tweener. - Also stores the Rigidbody as the tween's target so it can be used for filtered operations - The end value to reach - Power of the jump (the max height of the jump is represented by this plus the final Y offset) - Total number of jumps - The duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a TrailRenderer's startWidth/endWidth to the given value. - Also stores the TrailRenderer as the tween's target so it can be used for filtered operations - The end startWidth to reachThe end endWidth to reach - The duration of the tween - - - Tweens a TrailRenderer's time to the given value. - Also stores the TrailRenderer as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's X position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's Y position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's Z position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's X localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's Y localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's Z localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's rotation to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - Rotation mode - - - Tweens a Transform's localRotation to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - Rotation mode - - - Tweens a Transform's localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's localScale uniformly to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's X localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's Y localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's Z localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's rotation so that it will look towards the given position. - Also stores the transform as the tween's target so it can be used for filtered operations - The position to look atThe duration of the tween - Eventual axis constraint for the rotation - The vector that defines in which direction up is (default: Vector3.up) - - - Punches a Transform's localPosition towards the given direction and then back to the starting one - as if it was connected to the starting position via an elastic. - The direction and strength of the punch (added to the Transform's current position) - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. - 1 creates a full oscillation between the punch direction and the opposite direction, - while 0 oscillates only between the punch and the start position - If TRUE the tween will smoothly snap all values to integers - - - Punches a Transform's localScale towards the given size and then back to the starting one - as if it was connected to the starting scale via an elastic. - The punch strength (added to the Transform's current scale) - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards. - 1 creates a full oscillation between the punch scale and the opposite scale, - while 0 oscillates only between the punch scale and the start scale - - - Punches a Transform's localRotation towards the given size and then back to the starting one - as if it was connected to the starting rotation via an elastic. - The punch strength (added to the Transform's current rotation) - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. - 1 creates a full oscillation between the punch rotation and the opposite rotation, - while 0 oscillates only between the punch and the start rotation - - - Shakes a Transform's localPosition with the given values. - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - If TRUE the tween will smoothly snap all values to integers - - - Shakes a Transform's localPosition with the given values. - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - If TRUE the tween will smoothly snap all values to integers - - - Shakes a Transform's localRotation. - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - - - Shakes a Transform's localRotation. - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - - - Shakes a Transform's localScale. - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - - - Shakes a Transform's localScale. - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - - - Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis. - Returns a Sequence instead of a Tweener. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reach - Power of the jump (the max height of the jump is represented by this plus the final Y offset) - Total number of jumps - The duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis. - Returns a Sequence instead of a Tweener. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reach - Power of the jump (the max height of the jump is represented by this plus the final Y offset) - Total number of jumps - The duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's position through the given path waypoints, using the chosen path algorithm. - Also stores the transform as the tween's target so it can be used for filtered operations - The waypoints to go through - The duration of the tween - The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path) - The path mode: 3D, side-scroller 2D, top-down 2D - The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. - Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints - The color of the path (shown when gizmos are active in the Play panel and the tween is running) - - - Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm. - Also stores the transform as the tween's target so it can be used for filtered operations - The waypoint to go through - The duration of the tween - The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path) - The path mode: 3D, side-scroller 2D, top-down 2D - The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. - Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints - The color of the path (shown when gizmos are active in the Play panel and the tween is running) - - - Tweens a Light's color to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Light as the tween's target so it can be used for filtered operations - The value to tween toThe duration of the tween - - - Tweens a Material's color to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Material as the tween's target so it can be used for filtered operations - The value to tween toThe duration of the tween - - - Tweens a Material's named color property to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Material as the tween's target so it can be used for filtered operations - The value to tween to - The name of the material property to tween (like _Tint or _SpecColor) - The duration of the tween - - - Tweens a Transform's position BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableMove tweens to work together on the same target, - instead than fight each other as multiple DOMove would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's localPosition BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableMove tweens to work together on the same target, - instead than fight each other as multiple DOMove would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableRotate tweens to work together on the same target, - instead than fight each other as multiple DORotate would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - Rotation mode - - - EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableRotate tweens to work together on the same target, - instead than fight each other as multiple DORotate would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - Rotation mode - - - Tweens a Transform's localScale BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableScale tweens to work together on the same target, - instead than fight each other as multiple DOScale would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - - - - Completes all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens completed - (meaning the tweens that don't have infinite loops and were not already complete) - - - - - Kills all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens killed. - - If TRUE completes the tween before killing it - - - - Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens flipped. - - - - - Sends to the given position all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - - Time position to reach - (if higher than the whole tween duration the tween will simply reach its end) - If TRUE will play the tween after reaching the given position, otherwise it will pause it - - - - Pauses all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens paused. - - - - - Plays all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays backwards all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays forward all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Restarts all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens restarted. - - - - - Rewinds all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens rewinded. - - - - - Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - - - - - Type of path to use with DOPath tweens - - - - Linear, composed of straight segments between each waypoint - - - Curved path (which uses Catmull-Rom curves) - - - - Main DOTween class. Contains static methods to create and control tweens in a generic way - - - - DOTween's version - - - If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things - (like targets becoming null while a tween is playing). - Default: TRUE - - - If TRUE you will get a DOTween report when exiting play mode (only in the Editor). - Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly. - Beware, this will slightly slow down your tweens while inside Unity Editor. - Default: FALSE - - - Global DOTween timeScale. - Default: 1 - - - If TRUE draws path gizmos in Unity Editor (if the gizmos button is active). - Deactivate this if you want to avoid gizmos overhead while in Unity Editor - - - Default updateType for new tweens. - Default: UpdateType.Normal - - - Sets whether Unity's timeScale should be taken into account by default or not. - Default: false - - - Default autoPlay behaviour for new tweens. - Default: AutoPlay.All - - - Default autoKillOnComplete behaviour for new tweens. - Default: TRUE - - - Default loopType applied to all new tweens. - Default: LoopType.Restart - - - If TRUE all newly created tweens are set as recyclable, otherwise not. - Default: FALSE - - - Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default). - Default: Ease.InOutQuad - - - Default overshoot/amplitude used for eases - Default: 1.70158f - - - Default period used for eases - Default: 0 - - - - Must be called once, before the first ever DOTween call/reference, - otherwise it will be called automatically and will use default options. - Calling it a second time won't have any effect. - You can chain SetCapacity to this method, to directly set the max starting size of Tweeners and Sequences: - DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20); - - If TRUE all new tweens will be set for recycling, meaning that when killed, - instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid - GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active - even if they were killed (since they might have been respawned and are now being used for other tweens). - If you want to automatically set your tween references to NULL when a tween is killed - you can use the OnKill callback like this: - .OnKill(()=> myTweenReference = null) - You can change this setting at any time by changing the static property, - or you can set the recycling behaviour for each tween separately, using: - SetRecyclable(bool recyclable) - Default: FALSE - If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things - (like targets becoming null while a tween is playing). - You can change this setting at any time by changing the static property. - Default: FALSE - Type of logging to use. - You can change this setting at any time by changing the static property. - Default: ErrorsOnly - - - - Directly sets the current max capacity of Tweeners and Sequences - (meaning how many Tweeners and Sequences can be running at the same time), - so that DOTween doesn't need to automatically increase them in case the max is reached - (which might lead to hiccups when that happens). - Sequences capacity must be less or equal to Tweeners capacity - (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). - Beware: use this method only when there are no tweens running. - - Max Tweeners capacity. - Default: 200 - Max Sequences capacity. - Default: 50 - - - - Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values. - - If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else - (so that next time you use it it will need to be re-initialized) - - - - Clears all cached tween pools. - - - - - Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL) - and returns the total number of invalid tweens found and removed. - Automatically called when loading a new scene if is TRUE. - BEWARE: this is a slightly expensive operation so use it with care - - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using a custom plugin - The plugin to use. Each custom plugin implements a static Get() method - you'll need to call to assign the correct plugin in the correct way, like this: - CustomPlugin.Get() - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens only one axis of a Vector3 to the given value using default plugins. - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - The axis to tween - - - Tweens only the alpha of a Color to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a virtual property from the given start to the given end value - and implements a setter that allows to use that value with an external method or a lambda - Example: - To(MyMethod, 0, 12, 0.5f); - Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween) - The action to perform with the tweened value - The value to start from - The end value to reach - The duration of the virtual tween - - - - Punches a Vector3 towards the given direction and then back to the starting one - as if it was connected to the starting position via an elastic. - This tween type generates some GC allocations at startup - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The direction and strength of the punch - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. - 1 creates a full oscillation between the direction and the opposite decaying direction, - while 0 oscillates only between the starting position and the decaying direction - - - Shakes a Vector3 with the given values. - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction and behave like a random punch. - If TRUE only shakes on the X Y axis (looks better with things like cameras). - - - Shakes a Vector3 with the given values. - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction and behave like a random punch. - - - Tweens a property or field to the given values using default plugins. - Ease is applied between each segment and not as a whole. - This tween type generates some GC allocations at startup - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end values to reach for each segment. This array must have the same length as durations - The duration of each segment. This array must have the same length as endValues - - - - Returns a new to be used for tween groups - - - - Completes all tweens and returns the number of actual tweens completed - (meaning tweens that don't have infinite loops and were not already complete) - - - Completes all tweens with the given ID or target and returns the number of actual tweens completed - (meaning the tweens that don't have infinite loops and were not already complete) - - - Flips all tweens (changing their direction to forward if it was backwards and viceversa), - then returns the number of actual tweens flipped - - - Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa), - then returns the number of actual tweens flipped - - - Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved - - - Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles) - and returns the actual tweens involved - - - Kills all tweens and returns the number of actual tweens killed - If TRUE completes the tweens before killing them - - - Kills all tweens with the given ID or target and returns the number of actual tweens killed - If TRUE completes the tweens before killing them - - - Pauses all tweens and returns the number of actual tweens paused - - - Pauses all tweens with the given ID or target and returns the number of actual tweens paused - (meaning the tweens that were actually playing and have been paused) - - - Plays all tweens and returns the number of actual tweens played - (meaning tweens that were not already playing or complete) - - - Plays all tweens with the given ID or target and returns the number of actual tweens played - (meaning the tweens that were not already playing or complete) - - - Plays all tweens with the given target and the given ID, and returns the number of actual tweens played - (meaning the tweens that were not already playing or complete) - - - Plays backwards all tweens and returns the number of actual tweens played - (meaning tweens that were not already started, playing backwards or rewinded) - - - Plays backwards all tweens with the given ID or target and returns the number of actual tweens played - (meaning the tweens that were not already started, playing backwards or rewinded) - - - Plays forward all tweens and returns the number of actual tweens played - (meaning tweens that were not already playing forward or complete) - - - Plays forward all tweens with the given ID or target and returns the number of actual tweens played - (meaning the tweens that were not already playing forward or complete) - - - Restarts all tweens, then returns the number of actual tweens restarted - - - Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted - - - Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played - (meaning the tweens that were not already playing or complete) - - - Rewinds and pauses all tweens, then returns the number of actual tweens rewinded - (meaning tweens that were not already rewinded) - - - Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded - (meaning the tweens that were not already rewinded) - - - Toggles the play state of all tweens and returns the number of actual tweens toggled - (meaning tweens that could be played or paused, depending on the toggle state) - - - Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled - (meaning the tweens that could be played or paused, depending on the toggle state) - - - - Returns TRUE if a tween with the given ID or target is active (regardless if it's playing or not). - You can also use this to know if a shortcut tween is active for a given target. - Example: - transform.DOMoveX(45, 1); // transform is automatically added as the tween target - DOTween.IsTweening(transform); // Returns true - - - - - Returns the total number of active and playing tweens. - A tween is considered as playing even if its delay is actually playing - - - - - Returns a list of all active tweens in a playing state. - Returns NULL if there are no active playing tweens. - Beware: each time you call this method a new list is generated, so use it for debug only - - - - - Returns a list of all active tweens in a paused state. - Returns NULL if there are no active paused tweens. - Beware: each time you call this method a new list is generated, so use it for debug only - - - - - Returns a list of all active tweens with the given id. - Returns NULL if there are no active tweens with the given id. - Beware: each time you call this method a new list is generated - If TRUE returns only the tweens with the given ID that are currently playing - - - - - Returns a list of all active tweens with the given target. - Returns NULL if there are no active tweens with the given target. - Beware: each time you call this method a new list is generated - If TRUE returns only the tweens with the given target that are currently playing - - - - DOTween's log behaviour. - Default: LogBehaviour.ErrorsOnly - - - - Path plugin works exclusively with Transforms - - - - - Allows to wrap ease method in special ways, adding extra features - - - - - Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS - - FPS at which the tween should be played - Ease type - - - - Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS - - FPS at which the tween should be played - AnimationCurve to use for the ease - - - - Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS - - FPS at which the tween should be played - Custom ease function to use - - - - Types of loop - - - - Each loop cycle restarts from the beginning - - - The tween moves forward and backwards at alternate cycles - - - Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward". - In case of String tweens works only if the tween is set as relative - - - - Animates a single value - - - - Changes the start value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new start value - If bigger than 0 applies it as the new tween duration - - - Changes the end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new end value - If bigger than 0 applies it as the new tween duration - If TRUE the start value will become the current target's value, otherwise it will stay the same - - - Changes the end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new end value - If TRUE the start value will become the current target's value, otherwise it will stay the same - - - Changes the start and end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new start value - The new end value - If bigger than 0 applies it as the new tween duration - - - - Creates virtual tweens that can be used to change other elements via their OnUpdate calls - - - - - Tweens a virtual float. - You can add regular settings to the generated tween, - but do not use SetUpdate or you will overwrite the onVirtualUpdate parameter - - The value to start from - The value to tween to - The duration of the tween - A callback which must accept a parameter of type float, called at each update - - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The type of ease - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The type of ease - Eventual overshoot to use with Back ease - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The type of ease - Eventual amplitude to use with Elastic easeType - Eventual period to use with Elastic easeType - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The AnimationCurve to use for ease - - - Fires the given callback after the given time. - Callback delay - Callback to fire when the delay has expired - If TRUE (default) ignores Unity's timeScale - - - - Used to interpret AnimationCurves as eases. - Public so it can be used by external ease factories - - - - - This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing). - - - - - Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity. - - - Current time (in frames or seconds). - - - Expected easing duration (in frames or seconds). - - Unused: here to keep same delegate for all ease types. - Unused: here to keep same delegate for all ease types. - - The eased value. - - - - - Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity. - - - Current time (in frames or seconds). - - - Expected easing duration (in frames or seconds). - - Unused: here to keep same delegate for all ease types. - Unused: here to keep same delegate for all ease types. - - The eased value. - - - - - Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration. - - - Current time (in frames or seconds). - - - Expected easing duration (in frames or seconds). - - Unused: here to keep same delegate for all ease types. - Unused: here to keep same delegate for all ease types. - - The eased value. - - - - - Struct that stores two colors (used for LineRenderer tweens) - - - - - What axis to constrain in case of Vector tweens - - - - - Type of scramble to apply to string tweens - - - - - No scrambling of characters - - - - - A-Z + a-z + 0-9 characters - - - - - A-Z characters - - - - - a-z characters - - - - - 0-9 characters - - - - - Custom characters - - - - - Path control point - - - - - Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected - - - - - Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected - - - - - Returns a Vector3 with z = 0 - - - - - Returns the 2D angle between two vectors - - - - - Gets the point on the path at the given percentage (0 to 1) - - The percentage (0 to 1) at which to get the point - If TRUE constant speed is taken into account, otherwise not - - - - Public only so custom shortcuts can access some of these methods - - - - - Additional notices passed to plugins when updating. - Public so it can be used by custom plugins. Internally, only PathPlugin uses it - - - - - None - - - - - Lets the plugin know that we restarted or rewinded - - - - + + + + DOTween + + + + + Update type + + + + Updates every frame during Update calls + + + Updates every frame during LateUpdate calls + + + Updates using FixedUpdate calls + + + + Path mode (used to determine correct LookAt orientation) + + + + Ignores the path mode (and thus LookAt behaviour) + + + Regular 3D path + + + 2D top-down path + + + 2D side-scroller path + + + + Used internally + + + + + This class serves only as a utility class to store tween settings to apply on multiple tweens. + It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining + + + + A variable you can eventually Clear and reuse when needed, + to avoid instantiating TweenParams objects + + + Creates a new TweenParams object, which you can use to store tween settings + to pass to multiple tweens via myTween.SetAs(myTweenParms) + + + Clears and resets this TweenParams instance using default values, + so it can be reused without instantiating another one + + + Sets the autoKill behaviour of the tween. + Has no effect if the tween has already started + If TRUE the tween will be automatically killed when complete + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the target for the tween, which can then be used as a filter with DOTween's static methods. + IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. + When using shorcuts the shortcut target is already assigned as the tween's target, + so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. + The target to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + Loop behaviour type (default: LoopType.Restart) + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158) + Eventual period to use with Elastic easeType (default is 0) + + + Sets the ease of the tween using an AnimationCurve. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween using a custom ease function. + If applied to Sequences eases the whole sequence animation + + + Sets the recycling behaviour for the tween. + If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. + + + Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed) + and lets you choose if it should be independent from Unity's Time.timeScale + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the type of update (default or independent) for the tween + The type of update (default: UpdateType.Normal) + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the onStart callback for the tween. + Called the first time the tween is set in a playing state, after any eventual delay + + + Sets the onPlay callback for the tween. + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Sets the onRewind callback for the tween. + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Sets the onUpdate callback for the tween. + Called each time the tween updates + + + Sets the onStepComplete callback for the tween. + Called the moment the tween completes one loop cycle, even when going backwards + + + Sets the onComplete callback for the tween. + Called the moment the tween reaches its final forward position, loops included + + + Sets the onKill callback for the tween. + Called the moment the tween is killed + + + Sets the onWaypointChange callback for the tween. + Called when a path tween reaches a new waypoint + + + Sets a delayed startup for the tween. + Has no effect on Sequences or if the tween has already started + + + If isRelative is TRUE sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + + Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween). + Contains all instance-based methods + + + + + Used to allow method chaining with DOTween.Init + + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation) + + + + + Controls other tweens as a group + + + + + Indicates either a Tweener or a Sequence + + + + Called the first time the tween is set in a playing state, after any eventual delay + + + TimeScale for the tween + + + If TRUE the tween wil go backwards + + + Id (usable for filtering with DOTween static methods). Can be an int, a string, an object, or anything else + + + Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shorcuts + + + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Called when the tween state changes from playing to paused. + If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. + + + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Called each time the tween updates + + + Called the moment the tween completes one loop cycle + + + Called the moment the tween reaches completion (loops included) + + + Called the moment the tween is killed + + + Called when a path tween's current waypoint changes + + + Gets and sets the time position (loops included, delays excluded) of the tween + + + + Rotation mode used with DORotate methods + + + + + Fastest way that never rotates beyond 360° + + + + + Fastest way that rotates beyond 360° + + + + + Adds the given rotation to the transform using world axis and an advanced precision mode + (like when using transform.Rotate(Space.World)). + In this mode the end value is is always considered relative + + + + + Adds the given rotation to the transform's local axis + (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)). + In this mode the end value is is always considered relative + + + + + This plugin generates some GC allocations at startup + + + + + Don't assign this! It's assigned automatically when creating 0 duration tweens + + + + + Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function + + + + + Types of log behaviours + + + + Log only warnings and errors + + + Log warnings, errors and additional infos + + + Log only errors + + + + Methods that extend Tween objects and allow to set their parameters + + + + Sets the autoKill behaviour of the tween. + Has no effect if the tween has already started + + + Sets the autoKill behaviour of the tween. + Has no effect if the tween has already started + If TRUE the tween will be automatically killed when complete + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the target for the tween, which can then be used as a filter with DOTween's static methods. + IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. + When using shorcuts the shortcut target is already assigned as the tween's target, + so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. + The target to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + Loop behaviour type (default: LoopType.Restart) + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + Eventual overshoot to use with Back ease (default is 1.70158) + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + Eventual amplitude to use with Elastic easeType (default is 1.70158) + Eventual period to use with Elastic easeType (default is 0) + + + Sets the ease of the tween using an AnimationCurve. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1). + If applied to Sequences eases the whole sequence animation + + + Allows the tween to be recycled after being killed. + + + Sets the recycling behaviour for the tween. + If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. + + + Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the type of update for the tween + The type of update (defalt: UpdateType.Normal) + + + Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale + The type of update + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the onStart callback for the tween. + Called the first time the tween is set in a playing state, after any eventual delay + + + Sets the onPlay callback for the tween. + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Sets the onPlay callback for the tween. + Called when the tween state changes from playing to paused. + If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. + + + Sets the onRewind callback for the tween. + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Sets the onUpdate callback for the tween. + Called each time the tween updates + + + Sets the onStepComplete callback for the tween. + Called the moment the tween completes one loop cycle, even when going backwards + + + Sets the onComplete callback for the tween. + Called the moment the tween reaches its final forward position, loops included + + + Sets the onKill callback for the tween. + Called the moment the tween is killed + + + Sets the onWaypointChange callback for the tween. + Called when a path tween's current waypoint changes + + + Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one. + Doesn't copy specific SetOptions settings: those will need to be applied manually each time. + Has no effect if the tween has already started. + NOTE: the tween's target will not be changed + Tween from which to copy the parameters + + + Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams. + Has no effect if the tween has already started. + TweenParams from which to copy the parameters + + + Adds the given tween to the end of the Sequence. + Has no effect if the Sequence has already started + The tween to append + + + Adds the given tween to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The tween to prepend + + + Inserts the given tween at the same time position of the last tween added to the Sequence. + Has no effect if the Sequence has already started + + + Inserts the given tween at the given time position in the Sequence, + automatically adding an interval if needed. + Has no effect if the Sequence has already started + The time position where the tween will be placed + The tween to insert + + + Adds the given interval to the end of the Sequence. + Has no effect if the Sequence has already started + The interval duration + + + Adds the given interval to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The interval duration + + + Adds the given callback to the end of the Sequence. + Has no effect if the Sequence has already started + The callback to append + + + Adds the given callback to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The callback to prepend + + + Inserts the given callback at the given time position in the Sequence, + automatically adding an interval if needed. + Has no effect if the Sequence has already started + The time position where the callback will be placed + The callback to insert + + + Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue + then immediately sends the target to the previously set endValue. + + + Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue + then immediately sends the target to the previously set endValue. + If TRUE the FROM value will be calculated as relative to the current one + + + Sets a delayed startup for the tween. + Has no effect on Sequences or if the tween has already started + + + Sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isRelative is TRUE sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + Options for float tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector2 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector2 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Quaternion tweens + If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°. + If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative + + + Options for Color tweens + If TRUE only the alpha value of the color will be tweened + + + Options for Vector4 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + If TRUE, rich text will be interpreted correctly while animated, + otherwise all tags will be considered as normal text + The type of scramble to use, if any + A string containing the characters to use for scrambling. + Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. + Leave it to NULL to use default ones + + + Options for Vector3Array tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3Array tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Path tweens (created via the DOPath shortcut) + The eventual movement axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + The eventual rotation axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + + + Options for Path tweens (created via the DOPath shortcut) + If TRUE the path will be automatically closed + The eventual movement axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + The eventual rotation axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards the given position. + Must be chained directly to the tween creation method or to a SetOptions + The position to look at + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards another transform. + Must be chained directly to the tween creation method or to a SetOptions + The transform to look at + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target to the path, with the given lookAhead. + Must be chained directly to the tween creation method or to a SetOptions + The percentage of lookAhead to use (0 to 1) + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + + Methods that extend Tween objects and allow to control or get data from them + + + + Completes the tween + + + Flips the direction of this tween (backwards if it was going forward or viceversa) + + + Forces the tween to initialize its settings immediately + + + Send the tween to the given position in time + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + Kills the tween + If TRUE completes the tween before killing it + + + Pauses the tween + + + Plays the tween + + + Sets the tween in a backwards direction and plays it + + + Sets the tween in a forward direction and plays it + + + Restarts the tween from the beginning + If TRUE includes the eventual tween delay, otherwise skips it + + + Rewinds the tween + If TRUE includes the eventual tween delay, otherwise skips it + + + Plays the tween if it was paused, pauses it if it was playing + + + Send a path tween to the given waypoint. + Has no effect if this is not a path tween. + BEWARE, this is a special utility method: + it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually + (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes) + Waypoint index to reach + (if higher than the max waypoint index the tween will simply go to the last one) + If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it + + + + Creates a yield instruction that waits until the tween is killed or complete. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForCompletion(); + + + + + Creates a yield instruction that waits until the tween is killed or rewinded. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForRewind(); + + + + + Creates a yield instruction that waits until the tween is killed. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForKill(); + + + + + Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForElapsedLoops(2); + + Elapsed loops to wait for + + + + Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded). + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForPosition(2.5f); + + Position (loops included, delays excluded) to wait for + + + + Creates a yield instruction that waits until the tween is killed or started + (meaning when the tween is set in a playing state the first time, after any eventual delay). + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForStart(); + + + + Returns the total number of loops completed by this tween + + + Returns the eventual delay set for this tween + + + Returns the duration of this tween (delays excluded). + NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts + If TRUE returns the full duration loops included, + otherwise the duration of a single loop cycle + + + Returns the elapsed time for this tween (delays exluded) + If TRUE returns the elapsed time since startup loops included, + otherwise the elapsed time within the current loop cycle + + + Returns the elapsed percentage (0 to 1) of this tween (delays exluded) + If TRUE returns the elapsed percentage since startup loops included, + otherwise the elapsed percentage within the current loop cycle + + + Returns the elapsed percentage (0 to 1) of this tween (delays exluded), + based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1 + + + Returns FALSE if this tween has been killed. + BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway. + When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL. + If you want to be sure your references are set to NULL when a tween is killed you can use the OnKill callback like this: + .OnKill(()=> myTweenReference = null) + + + Returns TRUE if this tween was reversed and is set to go backwards + + + Returns TRUE if the tween is complete + (silently fails and returns FALSE if the tween has been killed) + + + Returns TRUE if this tween has been initialized + + + Returns TRUE if this tween is playing + + + + Returns a point on a path based on the given path percentage + (returns Vector3.zero if this is not a path tween, if the tween is invalid, or if the path is not yet initialized) + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + Percentage of the path (0 to 1) on which to get the point + + + + Returns the length of a path (returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized). + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + + + + Used for tween callbacks + + + + + Used for tween callbacks + + + + + Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1. + + + + + Used in place of System.Func, which is not available in mscorlib. + + + + + Used in place of System.Action. + + + + + Types of autoPlay behaviours + + + + No tween is automatically played + + + Only Sequences are automatically played + + + Only Tweeners are automatically played + + + All tweens are automatically played + + + + Methods that extend known Unity objects and allow to directly create and control tweens from their instances + + + + Tweens an AudioSource's volume to the given value. + Also stores the AudioSource as the tween's target so it can be used for filtered operations + The end value to reach (0 to 1)The duration of the tween + + + Tweens an AudioSource's pitch to the given value. + Also stores the AudioSource as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's aspect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's backgroundColor to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's farClipPlane to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's fieldOfView to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's nearClipPlane to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's orthographicSize to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's pixelRect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's rect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Shakes a Camera's localPosition along its relative X Y axes with the given values. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + + + Shakes a Camera's localPosition along its relative X Y axes with the given values. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + + + Shakes a Camera's localRotation. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + + + Shakes a Camera's localRotation. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + + + Tweens a Light's color to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's intensity to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's shadowStrength to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a LineRenderer's color to the given value. + Also stores the LineRenderer as the tween's target so it can be used for filtered operations. + Note that this method requires to also insert the start colors for the tween, + since LineRenderers have no way to get them. + The start value to tween from + The end value to reachThe duration of the tween + + + Tweens a Material's color to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Material's named color property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's alpha color to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Material's alpha color to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's named float property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's texture offset to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The duration of the tween + + + Tweens a Material's named texture offset property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's texture scale to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The duration of the tween + + + Tweens a Material's named texture scale property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named Vector property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Rigidbody's position to the given value. + Also stores the rigidbody as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Rigidbody's X position to the given value. + Also stores the rigidbody as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Rigidbody's Y position to the given value. + Also stores the rigidbody as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Rigidbody's Z position to the given value. + Also stores the rigidbody as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Rigidbody's rotation to the given value. + Also stores the rigidbody as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + Rotation mode + + + Tweens a Rigidbody's rotation so that it will look towards the given position. + Also stores the rigidbody as the tween's target so it can be used for filtered operations + The position to look atThe duration of the tween + Eventual axis constraint for the rotation + The vector that defines in which direction up is (default: Vector3.up) + + + Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the Rigidbody as the tween's target so it can be used for filtered operations + The end value to reach + Power of the jump (the max height of the jump is represented by this plus the final Y offset) + Total number of jumps + The duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a TrailRenderer's startWidth/endWidth to the given value. + Also stores the TrailRenderer as the tween's target so it can be used for filtered operations + The end startWidth to reachThe end endWidth to reach + The duration of the tween + + + Tweens a TrailRenderer's time to the given value. + Also stores the TrailRenderer as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's X position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Y position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Z position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's X localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Y localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Z localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's rotation to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + Rotation mode + + + Tweens a Transform's localRotation to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + Rotation mode + + + Tweens a Transform's localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's localScale uniformly to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's X localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's Y localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's Z localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's rotation so that it will look towards the given position. + Also stores the transform as the tween's target so it can be used for filtered operations + The position to look atThe duration of the tween + Eventual axis constraint for the rotation + The vector that defines in which direction up is (default: Vector3.up) + + + Punches a Transform's localPosition towards the given direction and then back to the starting one + as if it was connected to the starting position via an elastic. + The direction and strength of the punch (added to the Transform's current position) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + 1 creates a full oscillation between the punch direction and the opposite direction, + while 0 oscillates only between the punch and the start position + If TRUE the tween will smoothly snap all values to integers + + + Punches a Transform's localScale towards the given size and then back to the starting one + as if it was connected to the starting scale via an elastic. + The punch strength (added to the Transform's current scale) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards. + 1 creates a full oscillation between the punch scale and the opposite scale, + while 0 oscillates only between the punch scale and the start scale + + + Punches a Transform's localRotation towards the given size and then back to the starting one + as if it was connected to the starting rotation via an elastic. + The punch strength (added to the Transform's current rotation) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. + 1 creates a full oscillation between the punch rotation and the opposite rotation, + while 0 oscillates only between the punch and the start rotation + + + Shakes a Transform's localPosition with the given values. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the tween will smoothly snap all values to integers + + + Shakes a Transform's localPosition with the given values. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the tween will smoothly snap all values to integers + + + Shakes a Transform's localRotation. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + + + Shakes a Transform's localRotation. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + + + Shakes a Transform's localScale. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + + + Shakes a Transform's localScale. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + + + Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reach + Power of the jump (the max height of the jump is represented by this plus the final Y offset) + Total number of jumps + The duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reach + Power of the jump (the max height of the jump is represented by this plus the final Y offset) + Total number of jumps + The duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's position through the given path waypoints, using the chosen path algorithm. + Also stores the transform as the tween's target so it can be used for filtered operations + The waypoints to go through + The duration of the tween + The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path) + The path mode: 3D, side-scroller 2D, top-down 2D + The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. + Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + The color of the path (shown when gizmos are active in the Play panel and the tween is running) + + + Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm. + Also stores the transform as the tween's target so it can be used for filtered operations + The waypoint to go through + The duration of the tween + The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path) + The path mode: 3D, side-scroller 2D, top-down 2D + The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. + Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + The color of the path (shown when gizmos are active in the Play panel and the tween is running) + + + Tweens a Light's color to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Light as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + Tweens a Material's color to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Material as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + Tweens a Material's named color property to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Material as the tween's target so it can be used for filtered operations + The value to tween to + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Transform's position BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableMove tweens to work together on the same target, + instead than fight each other as multiple DOMove would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableMove tweens to work together on the same target, + instead than fight each other as multiple DOMove would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableRotate tweens to work together on the same target, + instead than fight each other as multiple DORotate would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + Rotation mode + + + EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableRotate tweens to work together on the same target, + instead than fight each other as multiple DORotate would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + Rotation mode + + + Tweens a Transform's localScale BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableScale tweens to work together on the same target, + instead than fight each other as multiple DOScale would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + + + + Completes all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + + + + + Kills all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens killed. + + If TRUE completes the tween before killing it + + + + Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens flipped. + + + + + Sends to the given position all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + + Pauses all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens paused. + + + + + Plays all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays backwards all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays forward all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Restarts all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens restarted. + + + + + Rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + + + + Type of path to use with DOPath tweens + + + + Linear, composed of straight segments between each waypoint + + + Curved path (which uses Catmull-Rom curves) + + + + Main DOTween class. Contains static methods to create and control tweens in a generic way + + + + DOTween's version + + + If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things + (like targets becoming null while a tween is playing). + Default: TRUE + + + If TRUE you will get a DOTween report when exiting play mode (only in the Editor). + Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly. + Beware, this will slightly slow down your tweens while inside Unity Editor. + Default: FALSE + + + Global DOTween timeScale. + Default: 1 + + + If TRUE draws path gizmos in Unity Editor (if the gizmos button is active). + Deactivate this if you want to avoid gizmos overhead while in Unity Editor + + + Default updateType for new tweens. + Default: UpdateType.Normal + + + Sets whether Unity's timeScale should be taken into account by default or not. + Default: false + + + Default autoPlay behaviour for new tweens. + Default: AutoPlay.All + + + Default autoKillOnComplete behaviour for new tweens. + Default: TRUE + + + Default loopType applied to all new tweens. + Default: LoopType.Restart + + + If TRUE all newly created tweens are set as recyclable, otherwise not. + Default: FALSE + + + Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default). + Default: Ease.InOutQuad + + + Default overshoot/amplitude used for eases + Default: 1.70158f + + + Default period used for eases + Default: 0 + + + + Must be called once, before the first ever DOTween call/reference, + otherwise it will be called automatically and will use default options. + Calling it a second time won't have any effect. + You can chain SetCapacity to this method, to directly set the max starting size of Tweeners and Sequences: + DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20); + + If TRUE all new tweens will be set for recycling, meaning that when killed, + instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid + GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active + even if they were killed (since they might have been respawned and are now being used for other tweens). + If you want to automatically set your tween references to NULL when a tween is killed + you can use the OnKill callback like this: + .OnKill(()=> myTweenReference = null) + You can change this setting at any time by changing the static property, + or you can set the recycling behaviour for each tween separately, using: + SetRecyclable(bool recyclable) + Default: FALSE + If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things + (like targets becoming null while a tween is playing). + You can change this setting at any time by changing the static property. + Default: FALSE + Type of logging to use. + You can change this setting at any time by changing the static property. + Default: ErrorsOnly + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values. + + If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else + (so that next time you use it it will need to be re-initialized) + + + + Clears all cached tween pools. + + + + + Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL) + and returns the total number of invalid tweens found and removed. + Automatically called when loading a new scene if is TRUE. + BEWARE: this is a slightly expensive operation so use it with care + + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using a custom plugin + The plugin to use. Each custom plugin implements a static Get() method + you'll need to call to assign the correct plugin in the correct way, like this: + CustomPlugin.Get() + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens only one axis of a Vector3 to the given value using default plugins. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + The axis to tween + + + Tweens only the alpha of a Color to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a virtual property from the given start to the given end value + and implements a setter that allows to use that value with an external method or a lambda + Example: + To(MyMethod, 0, 12, 0.5f); + Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween) + The action to perform with the tweened value + The value to start from + The end value to reach + The duration of the virtual tween + + + + Punches a Vector3 towards the given direction and then back to the starting one + as if it was connected to the starting position via an elastic. + This tween type generates some GC allocations at startup + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The direction and strength of the punch + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + 1 creates a full oscillation between the direction and the opposite decaying direction, + while 0 oscillates only between the starting position and the decaying direction + + + Shakes a Vector3 with the given values. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction and behave like a random punch. + If TRUE only shakes on the X Y axis (looks better with things like cameras). + + + Shakes a Vector3 with the given values. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction and behave like a random punch. + + + Tweens a property or field to the given values using default plugins. + Ease is applied between each segment and not as a whole. + This tween type generates some GC allocations at startup + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end values to reach for each segment. This array must have the same length as durations + The duration of each segment. This array must have the same length as endValues + + + + Returns a new to be used for tween groups + + + + Completes all tweens and returns the number of actual tweens completed + (meaning tweens that don't have infinite loops and were not already complete) + + + Completes all tweens with the given ID or target and returns the number of actual tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + + + Flips all tweens (changing their direction to forward if it was backwards and viceversa), + then returns the number of actual tweens flipped + + + Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa), + then returns the number of actual tweens flipped + + + Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved + + + Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles) + and returns the actual tweens involved + + + Kills all tweens and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Kills all tweens with the given ID or target and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Pauses all tweens and returns the number of actual tweens paused + + + Pauses all tweens with the given ID or target and returns the number of actual tweens paused + (meaning the tweens that were actually playing and have been paused) + + + Plays all tweens and returns the number of actual tweens played + (meaning tweens that were not already playing or complete) + + + Plays all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + + + Plays all tweens with the given target and the given ID, and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + + + Plays backwards all tweens and returns the number of actual tweens played + (meaning tweens that were not already started, playing backwards or rewinded) + + + Plays backwards all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Plays forward all tweens and returns the number of actual tweens played + (meaning tweens that were not already playing forward or complete) + + + Plays forward all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already playing forward or complete) + + + Restarts all tweens, then returns the number of actual tweens restarted + + + Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted + + + Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + + + Rewinds and pauses all tweens, then returns the number of actual tweens rewinded + (meaning tweens that were not already rewinded) + + + Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded + (meaning the tweens that were not already rewinded) + + + Toggles the play state of all tweens and returns the number of actual tweens toggled + (meaning tweens that could be played or paused, depending on the toggle state) + + + Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled + (meaning the tweens that could be played or paused, depending on the toggle state) + + + + Returns TRUE if a tween with the given ID or target is active (regardless if it's playing or not). + You can also use this to know if a shortcut tween is active for a given target. + Example: + transform.DOMoveX(45, 1); // transform is automatically added as the tween target + DOTween.IsTweening(transform); // Returns true + + + + + Returns the total number of active and playing tweens. + A tween is considered as playing even if its delay is actually playing + + + + + Returns a list of all active tweens in a playing state. + Returns NULL if there are no active playing tweens. + Beware: each time you call this method a new list is generated, so use it for debug only + + + + + Returns a list of all active tweens in a paused state. + Returns NULL if there are no active paused tweens. + Beware: each time you call this method a new list is generated, so use it for debug only + + + + + Returns a list of all active tweens with the given id. + Returns NULL if there are no active tweens with the given id. + Beware: each time you call this method a new list is generated + If TRUE returns only the tweens with the given ID that are currently playing + + + + + Returns a list of all active tweens with the given target. + Returns NULL if there are no active tweens with the given target. + Beware: each time you call this method a new list is generated + If TRUE returns only the tweens with the given target that are currently playing + + + + DOTween's log behaviour. + Default: LogBehaviour.ErrorsOnly + + + + Path plugin works exclusively with Transforms + + + + + Allows to wrap ease method in special ways, adding extra features + + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + Ease type + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + AnimationCurve to use for the ease + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + Custom ease function to use + + + + Types of loop + + + + Each loop cycle restarts from the beginning + + + The tween moves forward and backwards at alternate cycles + + + Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward". + In case of String tweens works only if the tween is set as relative + + + + Animates a single value + + + + Changes the start value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + If bigger than 0 applies it as the new tween duration + + + Changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If bigger than 0 applies it as the new tween duration + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + Changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + Changes the start and end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + The new end value + If bigger than 0 applies it as the new tween duration + + + + Creates virtual tweens that can be used to change other elements via their OnUpdate calls + + + + + Tweens a virtual float. + You can add regular settings to the generated tween, + but do not use SetUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type float, called at each update + + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual overshoot to use with Back ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual amplitude to use with Elastic easeType + Eventual period to use with Elastic easeType + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The AnimationCurve to use for ease + + + Fires the given callback after the given time. + Callback delay + Callback to fire when the delay has expired + If TRUE (default) ignores Unity's timeScale + + + + Used to interpret AnimationCurves as eases. + Public so it can be used by external ease factories + + + + + This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing). + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Struct that stores two colors (used for LineRenderer tweens) + + + + + What axis to constrain in case of Vector tweens + + + + + Type of scramble to apply to string tweens + + + + + No scrambling of characters + + + + + A-Z + a-z + 0-9 characters + + + + + A-Z characters + + + + + a-z characters + + + + + 0-9 characters + + + + + Custom characters + + + + + Path control point + + + + + Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected + + + + + Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected + + + + + Returns a Vector3 with z = 0 + + + + + Returns the 2D angle between two vectors + + + + + Gets the point on the path at the given percentage (0 to 1) + + The percentage (0 to 1) at which to get the point + If TRUE constant speed is taken into account, otherwise not + + + + Public only so custom shortcuts can access some of these methods + + + + + Additional notices passed to plugins when updating. + Public so it can be used by custom plugins. Internally, only PathPlugin uses it + + + + + None + + + + + Lets the plugin know that we restarted or rewinded + + + + diff --git a/Assets/ThirdParty/Demigiant/DOTween/DOTween43.xml b/Assets/ThirdParty/Demigiant/DOTween/DOTween43.xml index 2d78cb81..d8f9b1b5 100644 --- a/Assets/ThirdParty/Demigiant/DOTween/DOTween43.xml +++ b/Assets/ThirdParty/Demigiant/DOTween/DOTween43.xml @@ -1,64 +1,64 @@ - - - - DOTween43 - - - - - Methods that extend known Unity objects and allow to directly create and control tweens from their instances. - These, as all DOTween43 methods, require Unity 4.3 or later. - - - - Tweens a SpriteRenderer's color to the given value. - Also stores the spriteRenderer as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Material's alpha color to the given value. - Also stores the spriteRenderer as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Rigidbody2D's position to the given value. - Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Rigidbody2D's X position to the given value. - Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Rigidbody2D's Y position to the given value. - Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Rigidbody2D's rotation to the given value. - Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis. - Returns a Sequence instead of a Tweener. - Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations - The end value to reach - Power of the jump (the max height of the jump is represented by this plus the final Y offset) - Total number of jumps - The duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a SpriteRenderer's color to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations - The value to tween toThe duration of the tween - - - + + + + DOTween43 + + + + + Methods that extend known Unity objects and allow to directly create and control tweens from their instances. + These, as all DOTween43 methods, require Unity 4.3 or later. + + + + Tweens a SpriteRenderer's color to the given value. + Also stores the spriteRenderer as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Material's alpha color to the given value. + Also stores the spriteRenderer as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Rigidbody2D's position to the given value. + Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Rigidbody2D's X position to the given value. + Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Rigidbody2D's Y position to the given value. + Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Rigidbody2D's rotation to the given value. + Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + The end value to reach + Power of the jump (the max height of the jump is represented by this plus the final Y offset) + Total number of jumps + The duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a SpriteRenderer's color to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + diff --git a/Assets/ThirdParty/Demigiant/DOTween/DOTween46.xml b/Assets/ThirdParty/Demigiant/DOTween/DOTween46.xml index c19bb732..e8e9c060 100644 --- a/Assets/ThirdParty/Demigiant/DOTween/DOTween46.xml +++ b/Assets/ThirdParty/Demigiant/DOTween/DOTween46.xml @@ -1,185 +1,185 @@ - - - - DOTween46 - - - - - Methods that extend known Unity objects and allow to directly create and control tweens from their instances. - These, as all DOTween46 methods, require Unity 4.6 or later. - - - - Tweens a CanvasGroup's alpha color to the given value. - Also stores the canvasGroup as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens an Graphic's color to the given value. - Also stores the image as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens an Graphic's alpha color to the given value. - Also stores the image as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens an Image's color to the given value. - Also stores the image as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens an Image's alpha color to the given value. - Also stores the image as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens an Image's fillAmount to the given value. - Also stores the image as the tween's target so it can be used for filtered operations - The end value to reach (0 to 1)The duration of the tween - - - Tweens an LayoutElement's flexibleWidth/Height to the given value. - Also stores the LayoutElement as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens an LayoutElement's minWidth/Height to the given value. - Also stores the LayoutElement as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens an LayoutElement's preferredWidth/Height to the given value. - Also stores the LayoutElement as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Outline's effectColor to the given value. - Also stores the Outline as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Outline's effectColor alpha to the given value. - Also stores the Outline as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Outline's effectDistance to the given value. - Also stores the Outline as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a RectTransform's anchoredPosition to the given value. - Also stores the RectTransform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a RectTransform's anchoredPosition3D to the given value. - Also stores the RectTransform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a RectTransform's sizeDelta to the given value. - Also stores the RectTransform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one - as if it was connected to the starting position via an elastic. - Also stores the RectTransform as the tween's target so it can be used for filtered operations - The direction and strength of the punch (added to the RectTransform's current position) - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. - 1 creates a full oscillation between the punch direction and the opposite direction, - while 0 oscillates only between the punch and the start position - If TRUE the tween will smoothly snap all values to integers - - - Shakes a RectTransform's anchoredPosition with the given values. - Also stores the RectTransform as the tween's target so it can be used for filtered operations - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - If TRUE the tween will smoothly snap all values to integers - - - Shakes a RectTransform's anchoredPosition with the given values. - Also stores the RectTransform as the tween's target so it can be used for filtered operations - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - If TRUE the tween will smoothly snap all values to integers - - - Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis. - Returns a Sequence instead of a Tweener. - Also stores the RectTransform as the tween's target so it can be used for filtered operations - The end value to reach - Power of the jump (the max height of the jump is represented by this plus the final Y offset) - Total number of jumps - The duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Slider's value to the given value. - Also stores the Slider as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Text's color to the given value. - Also stores the Text as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Text's alpha color to the given value. - Also stores the Text as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Text's text to the given value. - Also stores the Text as the tween's target so it can be used for filtered operations - The end string to tween toThe duration of the tween - If TRUE (default), rich text will be interpreted correctly while animated, - otherwise all tags will be considered as normal text - The type of scramble mode to use, if any - A string containing the characters to use for scrambling. - Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. - Leave it to NULL (default) to use default ones - - - Tweens a Graphic's color to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Graphic as the tween's target so it can be used for filtered operations - The value to tween toThe duration of the tween - - - Tweens a Image's color to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Image as the tween's target so it can be used for filtered operations - The value to tween toThe duration of the tween - - - Tweens a Text's color BY the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Text as the tween's target so it can be used for filtered operations - The value to tween toThe duration of the tween - - - + + + + DOTween46 + + + + + Methods that extend known Unity objects and allow to directly create and control tweens from their instances. + These, as all DOTween46 methods, require Unity 4.6 or later. + + + + Tweens a CanvasGroup's alpha color to the given value. + Also stores the canvasGroup as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens an Graphic's color to the given value. + Also stores the image as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens an Graphic's alpha color to the given value. + Also stores the image as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens an Image's color to the given value. + Also stores the image as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens an Image's alpha color to the given value. + Also stores the image as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens an Image's fillAmount to the given value. + Also stores the image as the tween's target so it can be used for filtered operations + The end value to reach (0 to 1)The duration of the tween + + + Tweens an LayoutElement's flexibleWidth/Height to the given value. + Also stores the LayoutElement as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens an LayoutElement's minWidth/Height to the given value. + Also stores the LayoutElement as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens an LayoutElement's preferredWidth/Height to the given value. + Also stores the LayoutElement as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Outline's effectColor to the given value. + Also stores the Outline as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Outline's effectColor alpha to the given value. + Also stores the Outline as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Outline's effectDistance to the given value. + Also stores the Outline as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a RectTransform's anchoredPosition to the given value. + Also stores the RectTransform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a RectTransform's anchoredPosition3D to the given value. + Also stores the RectTransform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a RectTransform's sizeDelta to the given value. + Also stores the RectTransform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one + as if it was connected to the starting position via an elastic. + Also stores the RectTransform as the tween's target so it can be used for filtered operations + The direction and strength of the punch (added to the RectTransform's current position) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + 1 creates a full oscillation between the punch direction and the opposite direction, + while 0 oscillates only between the punch and the start position + If TRUE the tween will smoothly snap all values to integers + + + Shakes a RectTransform's anchoredPosition with the given values. + Also stores the RectTransform as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the tween will smoothly snap all values to integers + + + Shakes a RectTransform's anchoredPosition with the given values. + Also stores the RectTransform as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the tween will smoothly snap all values to integers + + + Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the RectTransform as the tween's target so it can be used for filtered operations + The end value to reach + Power of the jump (the max height of the jump is represented by this plus the final Y offset) + Total number of jumps + The duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Slider's value to the given value. + Also stores the Slider as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Text's color to the given value. + Also stores the Text as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Text's alpha color to the given value. + Also stores the Text as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Text's text to the given value. + Also stores the Text as the tween's target so it can be used for filtered operations + The end string to tween toThe duration of the tween + If TRUE (default), rich text will be interpreted correctly while animated, + otherwise all tags will be considered as normal text + The type of scramble mode to use, if any + A string containing the characters to use for scrambling. + Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. + Leave it to NULL (default) to use default ones + + + Tweens a Graphic's color to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Graphic as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + Tweens a Image's color to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Image as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + Tweens a Text's color BY the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Text as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + diff --git a/Assets/ThirdParty/Demigiant/DOTween/DOTween50.xml b/Assets/ThirdParty/Demigiant/DOTween/DOTween50.xml index 5c9ddd31..474c6a76 100644 --- a/Assets/ThirdParty/Demigiant/DOTween/DOTween50.xml +++ b/Assets/ThirdParty/Demigiant/DOTween/DOTween50.xml @@ -1,103 +1,103 @@ - - - - DOTween50 - - - - - Methods that extend known Unity objects and allow to directly create and control tweens from their instances. - These, as all DOTween50 methods, require Unity 5.0 or later. - - - - Tweens an AudioMixer's exposed float to the given value. - Also stores the AudioMixer as the tween's target so it can be used for filtered operations. - Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer. - Name given to the exposed float to set - The end value to reachThe duration of the tween - - - - Completes all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens completed - (meaning the tweens that don't have infinite loops and were not already complete) - - - - - Kills all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens killed. - - If TRUE completes the tween before killing it - - - - Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens flipped. - - - - - Sends to the given position all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - - Time position to reach - (if higher than the whole tween duration the tween will simply reach its end) - If TRUE will play the tween after reaching the given position, otherwise it will pause it - - - - Pauses all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens paused. - - - - - Plays all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays backwards all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays forward all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Restarts all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens restarted. - - - - - Rewinds all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens rewinded. - - - - - Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - - - - + + + + DOTween50 + + + + + Methods that extend known Unity objects and allow to directly create and control tweens from their instances. + These, as all DOTween50 methods, require Unity 5.0 or later. + + + + Tweens an AudioMixer's exposed float to the given value. + Also stores the AudioMixer as the tween's target so it can be used for filtered operations. + Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer. + Name given to the exposed float to set + The end value to reachThe duration of the tween + + + + Completes all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + + + + + Kills all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens killed. + + If TRUE completes the tween before killing it + + + + Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens flipped. + + + + + Sends to the given position all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + + Pauses all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens paused. + + + + + Plays all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays backwards all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays forward all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Restarts all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens restarted. + + + + + Rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + + + diff --git a/Assets/ThirdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML b/Assets/ThirdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML index db17f443..78cbb4db 100644 --- a/Assets/ThirdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML +++ b/Assets/ThirdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML @@ -1,65 +1,65 @@ - - - - DOTweenEditor - - - - - Not used as menu item anymore, but as a utiity function - - - - - Setups DOTween - - If TRUE, no warning window appears in case there is no need for setup - - - - Checks that the given editor texture use the correct import settings, - and applies them if they're incorrect. - - - - - Returns TRUE if addons setup is required. - - - - - Returns TRUE if the file/directory at the given path exists. - - Path, relative to Unity's project folder - - - - - Converts the given project-relative path to a full path, - with backward (\) slashes). - - - - - Converts the given full path to a path usable with AssetDatabase methods - (relative to Unity's project folder, and with the correct Unity forward (/) slashes). - - - - - Connects to a asset. - If the asset already exists at the given path, loads it and returns it. - Otherwise, either returns NULL or automatically creates it before loading and returning it - (depending on the given parameters). - - Asset type - File path (relative to Unity's project folder) - If TRUE and the requested asset doesn't exist, forces its creation - - - - Full path for the given loaded assembly, assembly file included - - - - + + + + DOTweenEditor + + + + + Not used as menu item anymore, but as a utiity function + + + + + Setups DOTween + + If TRUE, no warning window appears in case there is no need for setup + + + + Checks that the given editor texture use the correct import settings, + and applies them if they're incorrect. + + + + + Returns TRUE if addons setup is required. + + + + + Returns TRUE if the file/directory at the given path exists. + + Path, relative to Unity's project folder + + + + + Converts the given project-relative path to a full path, + with backward (\) slashes). + + + + + Converts the given full path to a path usable with AssetDatabase methods + (relative to Unity's project folder, and with the correct Unity forward (/) slashes). + + + + + Connects to a asset. + If the asset already exists at the given path, loads it and returns it. + Otherwise, either returns NULL or automatically creates it before loading and returning it + (depending on the given parameters). + + Asset type + File path (relative to Unity's project folder) + If TRUE and the requested asset doesn't exist, forces its creation + + + + Full path for the given loaded assembly, assembly file included + + + + diff --git a/Assets/ThirdParty/Demigiant/DOTween/readme.txt b/Assets/ThirdParty/Demigiant/DOTween/readme.txt index 3439db19..3d785c82 100644 --- a/Assets/ThirdParty/Demigiant/DOTween/readme.txt +++ b/Assets/ThirdParty/Demigiant/DOTween/readme.txt @@ -1,18 +1,18 @@ -DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant - -// GET STARTED ////////////////////////////////////////////// - -- After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version. -- In your code, add "using DG.Tweening" to each class where you want to use DOTween. -- You're ready to tween. Check out the links below for full documentation and license info. - - -// LINKS /////////////////////////////////////////////////////// - -DOTween website (documentation, examples, etc): http://dotween.demigiant.com -DOTween license: http://dotween.demigiant.com/license.php -DOTween repository (Google Code): https://code.google.com/p/dotween/ - -// NOTES ////////////////////////////////////////////////////// - +DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant + +// GET STARTED ////////////////////////////////////////////// + +- After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version. +- In your code, add "using DG.Tweening" to each class where you want to use DOTween. +- You're ready to tween. Check out the links below for full documentation and license info. + + +// LINKS /////////////////////////////////////////////////////// + +DOTween website (documentation, examples, etc): http://dotween.demigiant.com +DOTween license: http://dotween.demigiant.com/license.php +DOTween repository (Google Code): https://code.google.com/p/dotween/ + +// NOTES ////////////////////////////////////////////////////// + - DOTween's Utility Panel can be found under "Tools > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences \ No newline at end of file diff --git a/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenAnimation.cs b/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenAnimation.cs index b36860de..a1eae773 100644 --- a/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenAnimation.cs +++ b/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenAnimation.cs @@ -1,482 +1,482 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2015/03/12 15:55 - -using System; -using System.Collections.Generic; -using DG.Tweening.Core; -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.UI; - -#if DOTWEEN_TMP - using TMPro; -#endif - -#pragma warning disable 1591 -namespace DG.Tweening -{ - /// - /// Attach this to a GameObject to create a tween - /// - [AddComponentMenu("DOTween/DOTween Animation")] - public class DOTweenAnimation : ABSAnimationComponent - { - public float delay; - public float duration = 1; - public Ease easeType = Ease.OutQuad; - public AnimationCurve easeCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1)); - public LoopType loopType = LoopType.Restart; - public int loops = 1; - public string id = ""; - public bool isRelative; - public bool isFrom; - public bool isIndependentUpdate = false; - public bool autoKill = true; - - public bool isActive = true; - public bool isValid; - public Component target; - public DOTweenAnimationType animationType; - public bool autoPlay = true; - - public float endValueFloat; - public Vector3 endValueV3; - public Color endValueColor = new Color(1, 1, 1, 1); - public string endValueString = ""; - public Rect endValueRect = new Rect(0, 0, 0, 0); - - public bool optionalBool0; - public float optionalFloat0; - public int optionalInt0; - public RotateMode optionalRotationMode = RotateMode.Fast; - public ScrambleMode optionalScrambleMode = ScrambleMode.None; - public string optionalString; - - int _playCount = -1; // Used when calling DOPlayNext - - #region Unity Methods - - void Awake() - { - if (!isActive || !isValid) return; - - CreateTween(); - } - - void OnDestroy() - { - if (tween != null && tween.IsActive()) tween.Kill(); - tween = null; - } - - // Used also by DOTweenAnimationInspector when applying runtime changes and restarting - public void CreateTween() - { - if (target == null) { - Debug.LogWarning(string.Format("{0} :: This tween's target is NULL, because the animation was created with a DOTween Pro version older than 0.9.255. To fix this, exit Play mode then simply select this object, and it will update automatically", this.gameObject.name), this.gameObject); - return; - } - - Type t = target.GetType(); - -// Component c; - switch (animationType) { - case DOTweenAnimationType.None: - break; - case DOTweenAnimationType.Move: - if (t.IsSameOrSubclassOf(typeof(RectTransform))) tween = ((RectTransform)target).DOAnchorPos3D(endValueV3, duration, optionalBool0); - else if (t.IsSameOrSubclassOf(typeof(Transform))) tween = ((Transform)target).DOMove(endValueV3, duration, optionalBool0); - else if (t.IsSameOrSubclassOf(typeof(Rigidbody2D))) tween = ((Rigidbody2D)target).DOMove(endValueV3, duration, optionalBool0); - else if (t.IsSameOrSubclassOf(typeof(Rigidbody))) tween = ((Rigidbody)target).DOMove(endValueV3, duration, optionalBool0); -// c = this.GetComponent(); -// if (c != null) { -// tween = ((Rigidbody2D)c).DOMove(endValueV3, duration, optionalBool0); -// goto SetupTween; -// } -// c = this.GetComponent(); -// if (c != null) { -// tween = ((Rigidbody)c).DOMove(endValueV3, duration, optionalBool0); -// goto SetupTween; -// } -// c = this.GetComponent(); -// if (c != null) { -// tween = ((RectTransform)c).DOAnchorPos3D(endValueV3, duration, optionalBool0); -// goto SetupTween; -// } -// tween = transform.DOMove(endValueV3, duration, optionalBool0); - break; - case DOTweenAnimationType.LocalMove: - tween = transform.DOLocalMove(endValueV3, duration, optionalBool0); - break; - case DOTweenAnimationType.Rotate: - if (t.IsSameOrSubclassOf(typeof(Transform))) tween = ((Transform)target).DORotate(endValueV3, duration, optionalRotationMode); - else if (t.IsSameOrSubclassOf(typeof(Rigidbody2D))) tween = ((Rigidbody2D)target).DORotate(endValueFloat, duration); - else if (t.IsSameOrSubclassOf(typeof(Rigidbody))) tween = ((Rigidbody)target).DORotate(endValueV3, duration, optionalRotationMode); -// c = this.GetComponent(); -// if (c != null) { -// tween = ((Rigidbody2D)c).DORotate(endValueFloat, duration); -// goto SetupTween; -// } -// c = this.GetComponent(); -// if (c != null) { -// tween = ((Rigidbody)c).DORotate(endValueV3, duration, optionalRotationMode); -// goto SetupTween; -// } -// tween = transform.DORotate(endValueV3, duration, optionalRotationMode); - break; - case DOTweenAnimationType.LocalRotate: - tween = transform.DOLocalRotate(endValueV3, duration, optionalRotationMode); - break; - case DOTweenAnimationType.Scale: - tween = transform.DOScale(optionalBool0 ? new Vector3(endValueFloat, endValueFloat, endValueFloat) : endValueV3, duration); - break; - case DOTweenAnimationType.Color: - isRelative = false; - if (t.IsSameOrSubclassOf(typeof(SpriteRenderer))) tween = ((SpriteRenderer)target).DOColor(endValueColor, duration); - else if (t.IsSameOrSubclassOf(typeof(Renderer))) tween = ((Renderer)target).material.DOColor(endValueColor, duration); - else if (t.IsSameOrSubclassOf(typeof(Image))) tween = ((Image)target).DOColor(endValueColor, duration); - else if (t.IsSameOrSubclassOf(typeof(Text))) tween = ((Text)target).DOColor(endValueColor, duration); -#if DOTWEEN_TK2D - else if (t.IsSameOrSubclassOf(typeof(tk2dTextMesh))) tween = ((tk2dTextMesh)target).DOColor(endValueColor, duration); - else if (t.IsSameOrSubclassOf(typeof(tk2dBaseSprite))) tween = ((tk2dBaseSprite)target).DOColor(endValueColor, duration); -// c = this.GetComponent(); -// if (c != null) { -// tween = ((tk2dBaseSprite)c).DOColor(endValueColor, duration); -// goto SetupTween; -// } -#endif -#if DOTWEEN_TMP - else if (t.IsSameOrSubclassOf(typeof(TextMeshProUGUI))) tween = ((TextMeshProUGUI)target).DOColor(endValueColor, duration); - else if (t.IsSameOrSubclassOf(typeof(TextMeshPro))) tween = ((TextMeshPro)target).DOColor(endValueColor, duration); -// c = this.GetComponent(); -// if (c != null) { -// tween = ((TextMeshPro)c).DOColor(endValueColor, duration); -// goto SetupTween; -// } -// c = this.GetComponent(); -// if (c != null) { -// tween = ((TextMeshProUGUI)c).DOColor(endValueColor, duration); -// goto SetupTween; -// } -#endif -// c = this.GetComponent(); -// if (c != null) { -// tween = ((SpriteRenderer)c).DOColor(endValueColor, duration); -// goto SetupTween; -// } -// c = this.GetComponent(); -// if (c != null) { -// tween = ((Renderer)c).material.DOColor(endValueColor, duration); -// goto SetupTween; -// } -// c = this.GetComponent(); -// if (c != null) { -// tween = ((Image)c).DOColor(endValueColor, duration); -// goto SetupTween; -// } -// c = this.GetComponent(); -// if (c != null) { -// tween = ((Text)c).DOColor(endValueColor, duration); -// goto SetupTween; -// } - break; - case DOTweenAnimationType.Fade: - isRelative = false; - if (t.IsSameOrSubclassOf(typeof(SpriteRenderer))) tween = ((SpriteRenderer)target).DOFade(endValueFloat, duration); - else if (t.IsSameOrSubclassOf(typeof(Renderer))) tween = ((Renderer)target).material.DOFade(endValueFloat, duration); - else if (t.IsSameOrSubclassOf(typeof(Image))) tween = ((Image)target).DOFade(endValueFloat, duration); - else if (t.IsSameOrSubclassOf(typeof(Text))) tween = ((Text)target).DOFade(endValueFloat, duration); -#if DOTWEEN_TK2D - else if (t.IsSameOrSubclassOf(typeof(tk2dTextMesh))) tween = ((tk2dTextMesh)target).DOFade(endValueFloat, duration); - else if (t.IsSameOrSubclassOf(typeof(tk2dBaseSprite))) tween = ((tk2dBaseSprite)target).DOFade(endValueFloat, duration); -// c = this.GetComponent(); -// if (c != null) { -// tween = ((tk2dBaseSprite)c).DOFade(endValueFloat, duration); -// goto SetupTween; -// } -#endif -#if DOTWEEN_TMP - else if (t.IsSameOrSubclassOf(typeof(TextMeshProUGUI))) tween = ((TextMeshProUGUI)target).DOFade(endValueFloat, duration); - else if (t.IsSameOrSubclassOf(typeof(TextMeshPro))) tween = ((TextMeshPro)target).DOFade(endValueFloat, duration); -// c = this.GetComponent(); -// if (c != null) { -// tween = ((TextMeshPro)c).DOFade(endValueFloat, duration); -// goto SetupTween; -// } -// c = this.GetComponent(); -// if (c != null) { -// tween = ((TextMeshProUGUI)c).DOFade(endValueFloat, duration); -// goto SetupTween; -// } -#endif -// c = this.GetComponent(); -// if (c != null) { -// tween = ((SpriteRenderer)c).DOFade(endValueFloat, duration); -// goto SetupTween; -// } -// c = this.GetComponent(); -// if (c != null) { -// tween = ((Renderer)c).material.DOFade(endValueFloat, duration); -// goto SetupTween; -// } -// c = this.GetComponent(); -// if (c != null) { -// tween = ((Image)c).DOFade(endValueFloat, duration); -// goto SetupTween; -// } -// c = this.GetComponent(); -// if (c != null) { -// tween = ((Text)c).DOFade(endValueFloat, duration); -// goto SetupTween; -// } - break; - case DOTweenAnimationType.Text: - if (t.IsSameOrSubclassOf(typeof(Text))) tween = ((Text)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); -// c = this.GetComponent(); -// if (c != null) { -// tween = ((Text)c).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); -// goto SetupTween; -// } -#if DOTWEEN_TK2D - else if (t.IsSameOrSubclassOf(typeof(tk2dTextMesh))) tween = ((tk2dTextMesh)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); -// c = this.GetComponent(); -// if (c != null) { -// tween = ((tk2dTextMesh)c).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); -// goto SetupTween; -// } -#endif -#if DOTWEEN_TMP - else if (t.IsSameOrSubclassOf(typeof(TextMeshProUGUI))) tween = ((TextMeshProUGUI)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); - else if (t.IsSameOrSubclassOf(typeof(TextMeshPro))) tween = ((TextMeshPro)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); -// c = this.GetComponent(); -// if (c != null) { -// tween = ((TextMeshPro)c).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); -// goto SetupTween; -// } -// c = this.GetComponent(); -// if (c != null) { -// tween = ((TextMeshProUGUI)c).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); -// goto SetupTween; -// } -#endif - break; - case DOTweenAnimationType.PunchPosition: - if (t.IsSameOrSubclassOf(typeof(RectTransform))) tween = ((RectTransform)target).DOPunchAnchorPos(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0); - else if (t.IsSameOrSubclassOf(typeof(Transform))) tween = ((Transform)target).DOPunchPosition(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0); -// tween = transform.DOPunchPosition(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0); - break; - case DOTweenAnimationType.PunchScale: - tween = transform.DOPunchScale(endValueV3, duration, optionalInt0, optionalFloat0); - break; - case DOTweenAnimationType.PunchRotation: - tween = transform.DOPunchRotation(endValueV3, duration, optionalInt0, optionalFloat0); - break; - case DOTweenAnimationType.ShakePosition: - if (t.IsSameOrSubclassOf(typeof(RectTransform))) tween = ((RectTransform)target).DOShakeAnchorPos(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0); - if (t.IsSameOrSubclassOf(typeof(Transform))) tween = ((Transform)target).DOShakePosition(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0); -// tween = transform.DOShakePosition(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0); - break; - case DOTweenAnimationType.ShakeScale: - tween = transform.DOShakeScale(duration, endValueV3, optionalInt0, optionalFloat0); - break; - case DOTweenAnimationType.ShakeRotation: - tween = transform.DOShakeRotation(duration, endValueV3, optionalInt0, optionalFloat0); - break; - case DOTweenAnimationType.CameraAspect: - tween = ((Camera)target).DOAspect(endValueFloat, duration); - break; - case DOTweenAnimationType.CameraBackgroundColor: - tween = ((Camera)target).DOColor(endValueColor, duration); - break; - case DOTweenAnimationType.CameraFieldOfView: - tween = ((Camera)target).DOFieldOfView(endValueFloat, duration); - break; - case DOTweenAnimationType.CameraOrthoSize: - tween = ((Camera)target).DOOrthoSize(endValueFloat, duration); - break; - case DOTweenAnimationType.CameraPixelRect: - tween = ((Camera)target).DOPixelRect(endValueRect, duration); - break; - case DOTweenAnimationType.CameraRect: - tween = ((Camera)target).DORect(endValueRect, duration); - break; - } - -// SetupTween: - if (tween == null) return; - - if (isFrom) { - ((Tweener)tween).From(isRelative); - } else { - tween.SetRelative(isRelative); - } - tween.SetTarget(this.gameObject).SetDelay(delay).SetLoops(loops, loopType).SetAutoKill(autoKill) - .OnKill(()=> tween = null); - if (easeType == Ease.INTERNAL_Custom) tween.SetEase(easeCurve); - else tween.SetEase(easeType); - if (!string.IsNullOrEmpty(id)) tween.SetId(id); - tween.SetUpdate(isIndependentUpdate); - - if (hasOnStart) { - if (onStart != null) tween.OnStart(onStart.Invoke); - } else onStart = null; - if (hasOnPlay) { - if (onPlay != null) tween.OnPlay(onPlay.Invoke); - } else onPlay = null; - if (hasOnUpdate) { - if (onUpdate != null) tween.OnUpdate(onUpdate.Invoke); - } else onUpdate = null; - if (hasOnStepComplete) { - if (onStepComplete != null) tween.OnStepComplete(onStepComplete.Invoke); - } else onStepComplete = null; - if (hasOnComplete) { - if (onComplete != null) tween.OnComplete(onComplete.Invoke); - } else onComplete = null; - - if (autoPlay) tween.Play(); - else tween.Pause(); - } - - #endregion - - #region Public Methods - - // These methods are here so they can be called directly via Unity's UGUI event system - - public override void DOPlay() - { - DOTween.Play(this.gameObject); - } - - public override void DOPlayBackwards() - { - DOTween.PlayBackwards(this.gameObject); - } - - public override void DOPlayForward() - { - DOTween.PlayForward(this.gameObject); - } - - public override void DOPause() - { - DOTween.Pause(this.gameObject); - } - - public override void DOTogglePause() - { - DOTween.TogglePause(this.gameObject); - } - - public override void DORewind() - { - _playCount = -1; - // Rewind using Components order (in case there are multiple animations on the same property) - DOTweenAnimation[] anims = this.gameObject.GetComponents(); - for (int i = anims.Length - 1; i > -1; --i) { - Tween t = anims[i].tween; - if (t != null && t.IsInitialized()) anims[i].tween.Rewind(); - } - // DOTween.Rewind(this.gameObject); - } - - /// - /// Restarts the tween - /// - /// If TRUE, re-evaluates the tween's start and end values from its current position. - /// Set it to TRUE when spawning the same DOTweenAnimation in different positions (like when using a pooling system) - public override void DORestart(bool fromHere = false) - { - _playCount = -1; - if (tween == null) { - if (Debugger.logPriority > 1) Debugger.LogNullTween(tween); return; - } - if (fromHere && isRelative) ReEvaluateRelativeTween(); - DOTween.Restart(this.gameObject); - } - - public override void DOComplete() - { - DOTween.Complete(this.gameObject); - } - - public override void DOKill() - { - DOTween.Kill(this.gameObject); - tween = null; - } - - #region Specifics - - public void DOPlayById(string id) - { - DOTween.Play(this.gameObject, id); - } - public void DOPlayAllById(string id) - { - DOTween.Play(id); - } - - public void DOPlayNext() - { - DOTweenAnimation[] anims = this.GetComponents(); - while (_playCount < anims.Length - 1) { - _playCount++; - DOTweenAnimation anim = anims[_playCount]; - if (anim != null && anim.tween != null && !anim.tween.IsPlaying() && !anim.tween.IsComplete()) { - anim.tween.Play(); - break; - } - } - } - - public void DORewindAndPlayNext() - { - _playCount = -1; - DOTween.Rewind(this.gameObject); - DOPlayNext(); - } - - public void DORestartById(string id) - { - _playCount = -1; - DOTween.Restart(this.gameObject, id); - } - public void DORestartAllById(string id) - { - _playCount = -1; - DOTween.Restart(id); - } - - public List GetTweens() - { - return DOTween.TweensByTarget(this.gameObject); - } - - #endregion - - #endregion - - #region Private - - // Re-evaluate relative position of path - void ReEvaluateRelativeTween() - { - if (animationType == DOTweenAnimationType.Move) { - ((Tweener)tween).ChangeEndValue(transform.position + endValueV3, true); - } else if (animationType == DOTweenAnimationType.LocalMove) { - ((Tweener)tween).ChangeEndValue(transform.localPosition + endValueV3, true); - } - } - - #endregion - } - - public static class DOTweenAnimationExtensions - { - public static bool IsSameOrSubclassOf(this Type t, Type tBase) - { - return t.IsSubclassOf(tBase) || t == tBase; - } - } +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2015/03/12 15:55 + +using System; +using System.Collections.Generic; +using DG.Tweening.Core; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.UI; + +#if DOTWEEN_TMP + using TMPro; +#endif + +#pragma warning disable 1591 +namespace DG.Tweening +{ + /// + /// Attach this to a GameObject to create a tween + /// + [AddComponentMenu("DOTween/DOTween Animation")] + public class DOTweenAnimation : ABSAnimationComponent + { + public float delay; + public float duration = 1; + public Ease easeType = Ease.OutQuad; + public AnimationCurve easeCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1)); + public LoopType loopType = LoopType.Restart; + public int loops = 1; + public string id = ""; + public bool isRelative; + public bool isFrom; + public bool isIndependentUpdate = false; + public bool autoKill = true; + + public bool isActive = true; + public bool isValid; + public Component target; + public DOTweenAnimationType animationType; + public bool autoPlay = true; + + public float endValueFloat; + public Vector3 endValueV3; + public Color endValueColor = new Color(1, 1, 1, 1); + public string endValueString = ""; + public Rect endValueRect = new Rect(0, 0, 0, 0); + + public bool optionalBool0; + public float optionalFloat0; + public int optionalInt0; + public RotateMode optionalRotationMode = RotateMode.Fast; + public ScrambleMode optionalScrambleMode = ScrambleMode.None; + public string optionalString; + + int _playCount = -1; // Used when calling DOPlayNext + + #region Unity Methods + + void Awake() + { + if (!isActive || !isValid) return; + + CreateTween(); + } + + void OnDestroy() + { + if (tween != null && tween.IsActive()) tween.Kill(); + tween = null; + } + + // Used also by DOTweenAnimationInspector when applying runtime changes and restarting + public void CreateTween() + { + if (target == null) { + Debug.LogWarning(string.Format("{0} :: This tween's target is NULL, because the animation was created with a DOTween Pro version older than 0.9.255. To fix this, exit Play mode then simply select this object, and it will update automatically", this.gameObject.name), this.gameObject); + return; + } + + Type t = target.GetType(); + +// Component c; + switch (animationType) { + case DOTweenAnimationType.None: + break; + case DOTweenAnimationType.Move: + if (t.IsSameOrSubclassOf(typeof(RectTransform))) tween = ((RectTransform)target).DOAnchorPos3D(endValueV3, duration, optionalBool0); + else if (t.IsSameOrSubclassOf(typeof(Transform))) tween = ((Transform)target).DOMove(endValueV3, duration, optionalBool0); + else if (t.IsSameOrSubclassOf(typeof(Rigidbody2D))) tween = ((Rigidbody2D)target).DOMove(endValueV3, duration, optionalBool0); + else if (t.IsSameOrSubclassOf(typeof(Rigidbody))) tween = ((Rigidbody)target).DOMove(endValueV3, duration, optionalBool0); +// c = this.GetComponent(); +// if (c != null) { +// tween = ((Rigidbody2D)c).DOMove(endValueV3, duration, optionalBool0); +// goto SetupTween; +// } +// c = this.GetComponent(); +// if (c != null) { +// tween = ((Rigidbody)c).DOMove(endValueV3, duration, optionalBool0); +// goto SetupTween; +// } +// c = this.GetComponent(); +// if (c != null) { +// tween = ((RectTransform)c).DOAnchorPos3D(endValueV3, duration, optionalBool0); +// goto SetupTween; +// } +// tween = transform.DOMove(endValueV3, duration, optionalBool0); + break; + case DOTweenAnimationType.LocalMove: + tween = transform.DOLocalMove(endValueV3, duration, optionalBool0); + break; + case DOTweenAnimationType.Rotate: + if (t.IsSameOrSubclassOf(typeof(Transform))) tween = ((Transform)target).DORotate(endValueV3, duration, optionalRotationMode); + else if (t.IsSameOrSubclassOf(typeof(Rigidbody2D))) tween = ((Rigidbody2D)target).DORotate(endValueFloat, duration); + else if (t.IsSameOrSubclassOf(typeof(Rigidbody))) tween = ((Rigidbody)target).DORotate(endValueV3, duration, optionalRotationMode); +// c = this.GetComponent(); +// if (c != null) { +// tween = ((Rigidbody2D)c).DORotate(endValueFloat, duration); +// goto SetupTween; +// } +// c = this.GetComponent(); +// if (c != null) { +// tween = ((Rigidbody)c).DORotate(endValueV3, duration, optionalRotationMode); +// goto SetupTween; +// } +// tween = transform.DORotate(endValueV3, duration, optionalRotationMode); + break; + case DOTweenAnimationType.LocalRotate: + tween = transform.DOLocalRotate(endValueV3, duration, optionalRotationMode); + break; + case DOTweenAnimationType.Scale: + tween = transform.DOScale(optionalBool0 ? new Vector3(endValueFloat, endValueFloat, endValueFloat) : endValueV3, duration); + break; + case DOTweenAnimationType.Color: + isRelative = false; + if (t.IsSameOrSubclassOf(typeof(SpriteRenderer))) tween = ((SpriteRenderer)target).DOColor(endValueColor, duration); + else if (t.IsSameOrSubclassOf(typeof(Renderer))) tween = ((Renderer)target).material.DOColor(endValueColor, duration); + else if (t.IsSameOrSubclassOf(typeof(Image))) tween = ((Image)target).DOColor(endValueColor, duration); + else if (t.IsSameOrSubclassOf(typeof(Text))) tween = ((Text)target).DOColor(endValueColor, duration); +#if DOTWEEN_TK2D + else if (t.IsSameOrSubclassOf(typeof(tk2dTextMesh))) tween = ((tk2dTextMesh)target).DOColor(endValueColor, duration); + else if (t.IsSameOrSubclassOf(typeof(tk2dBaseSprite))) tween = ((tk2dBaseSprite)target).DOColor(endValueColor, duration); +// c = this.GetComponent(); +// if (c != null) { +// tween = ((tk2dBaseSprite)c).DOColor(endValueColor, duration); +// goto SetupTween; +// } +#endif +#if DOTWEEN_TMP + else if (t.IsSameOrSubclassOf(typeof(TextMeshProUGUI))) tween = ((TextMeshProUGUI)target).DOColor(endValueColor, duration); + else if (t.IsSameOrSubclassOf(typeof(TextMeshPro))) tween = ((TextMeshPro)target).DOColor(endValueColor, duration); +// c = this.GetComponent(); +// if (c != null) { +// tween = ((TextMeshPro)c).DOColor(endValueColor, duration); +// goto SetupTween; +// } +// c = this.GetComponent(); +// if (c != null) { +// tween = ((TextMeshProUGUI)c).DOColor(endValueColor, duration); +// goto SetupTween; +// } +#endif +// c = this.GetComponent(); +// if (c != null) { +// tween = ((SpriteRenderer)c).DOColor(endValueColor, duration); +// goto SetupTween; +// } +// c = this.GetComponent(); +// if (c != null) { +// tween = ((Renderer)c).material.DOColor(endValueColor, duration); +// goto SetupTween; +// } +// c = this.GetComponent(); +// if (c != null) { +// tween = ((Image)c).DOColor(endValueColor, duration); +// goto SetupTween; +// } +// c = this.GetComponent(); +// if (c != null) { +// tween = ((Text)c).DOColor(endValueColor, duration); +// goto SetupTween; +// } + break; + case DOTweenAnimationType.Fade: + isRelative = false; + if (t.IsSameOrSubclassOf(typeof(SpriteRenderer))) tween = ((SpriteRenderer)target).DOFade(endValueFloat, duration); + else if (t.IsSameOrSubclassOf(typeof(Renderer))) tween = ((Renderer)target).material.DOFade(endValueFloat, duration); + else if (t.IsSameOrSubclassOf(typeof(Image))) tween = ((Image)target).DOFade(endValueFloat, duration); + else if (t.IsSameOrSubclassOf(typeof(Text))) tween = ((Text)target).DOFade(endValueFloat, duration); +#if DOTWEEN_TK2D + else if (t.IsSameOrSubclassOf(typeof(tk2dTextMesh))) tween = ((tk2dTextMesh)target).DOFade(endValueFloat, duration); + else if (t.IsSameOrSubclassOf(typeof(tk2dBaseSprite))) tween = ((tk2dBaseSprite)target).DOFade(endValueFloat, duration); +// c = this.GetComponent(); +// if (c != null) { +// tween = ((tk2dBaseSprite)c).DOFade(endValueFloat, duration); +// goto SetupTween; +// } +#endif +#if DOTWEEN_TMP + else if (t.IsSameOrSubclassOf(typeof(TextMeshProUGUI))) tween = ((TextMeshProUGUI)target).DOFade(endValueFloat, duration); + else if (t.IsSameOrSubclassOf(typeof(TextMeshPro))) tween = ((TextMeshPro)target).DOFade(endValueFloat, duration); +// c = this.GetComponent(); +// if (c != null) { +// tween = ((TextMeshPro)c).DOFade(endValueFloat, duration); +// goto SetupTween; +// } +// c = this.GetComponent(); +// if (c != null) { +// tween = ((TextMeshProUGUI)c).DOFade(endValueFloat, duration); +// goto SetupTween; +// } +#endif +// c = this.GetComponent(); +// if (c != null) { +// tween = ((SpriteRenderer)c).DOFade(endValueFloat, duration); +// goto SetupTween; +// } +// c = this.GetComponent(); +// if (c != null) { +// tween = ((Renderer)c).material.DOFade(endValueFloat, duration); +// goto SetupTween; +// } +// c = this.GetComponent(); +// if (c != null) { +// tween = ((Image)c).DOFade(endValueFloat, duration); +// goto SetupTween; +// } +// c = this.GetComponent(); +// if (c != null) { +// tween = ((Text)c).DOFade(endValueFloat, duration); +// goto SetupTween; +// } + break; + case DOTweenAnimationType.Text: + if (t.IsSameOrSubclassOf(typeof(Text))) tween = ((Text)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); +// c = this.GetComponent(); +// if (c != null) { +// tween = ((Text)c).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); +// goto SetupTween; +// } +#if DOTWEEN_TK2D + else if (t.IsSameOrSubclassOf(typeof(tk2dTextMesh))) tween = ((tk2dTextMesh)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); +// c = this.GetComponent(); +// if (c != null) { +// tween = ((tk2dTextMesh)c).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); +// goto SetupTween; +// } +#endif +#if DOTWEEN_TMP + else if (t.IsSameOrSubclassOf(typeof(TextMeshProUGUI))) tween = ((TextMeshProUGUI)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); + else if (t.IsSameOrSubclassOf(typeof(TextMeshPro))) tween = ((TextMeshPro)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); +// c = this.GetComponent(); +// if (c != null) { +// tween = ((TextMeshPro)c).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); +// goto SetupTween; +// } +// c = this.GetComponent(); +// if (c != null) { +// tween = ((TextMeshProUGUI)c).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); +// goto SetupTween; +// } +#endif + break; + case DOTweenAnimationType.PunchPosition: + if (t.IsSameOrSubclassOf(typeof(RectTransform))) tween = ((RectTransform)target).DOPunchAnchorPos(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0); + else if (t.IsSameOrSubclassOf(typeof(Transform))) tween = ((Transform)target).DOPunchPosition(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0); +// tween = transform.DOPunchPosition(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0); + break; + case DOTweenAnimationType.PunchScale: + tween = transform.DOPunchScale(endValueV3, duration, optionalInt0, optionalFloat0); + break; + case DOTweenAnimationType.PunchRotation: + tween = transform.DOPunchRotation(endValueV3, duration, optionalInt0, optionalFloat0); + break; + case DOTweenAnimationType.ShakePosition: + if (t.IsSameOrSubclassOf(typeof(RectTransform))) tween = ((RectTransform)target).DOShakeAnchorPos(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0); + if (t.IsSameOrSubclassOf(typeof(Transform))) tween = ((Transform)target).DOShakePosition(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0); +// tween = transform.DOShakePosition(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0); + break; + case DOTweenAnimationType.ShakeScale: + tween = transform.DOShakeScale(duration, endValueV3, optionalInt0, optionalFloat0); + break; + case DOTweenAnimationType.ShakeRotation: + tween = transform.DOShakeRotation(duration, endValueV3, optionalInt0, optionalFloat0); + break; + case DOTweenAnimationType.CameraAspect: + tween = ((Camera)target).DOAspect(endValueFloat, duration); + break; + case DOTweenAnimationType.CameraBackgroundColor: + tween = ((Camera)target).DOColor(endValueColor, duration); + break; + case DOTweenAnimationType.CameraFieldOfView: + tween = ((Camera)target).DOFieldOfView(endValueFloat, duration); + break; + case DOTweenAnimationType.CameraOrthoSize: + tween = ((Camera)target).DOOrthoSize(endValueFloat, duration); + break; + case DOTweenAnimationType.CameraPixelRect: + tween = ((Camera)target).DOPixelRect(endValueRect, duration); + break; + case DOTweenAnimationType.CameraRect: + tween = ((Camera)target).DORect(endValueRect, duration); + break; + } + +// SetupTween: + if (tween == null) return; + + if (isFrom) { + ((Tweener)tween).From(isRelative); + } else { + tween.SetRelative(isRelative); + } + tween.SetTarget(this.gameObject).SetDelay(delay).SetLoops(loops, loopType).SetAutoKill(autoKill) + .OnKill(()=> tween = null); + if (easeType == Ease.INTERNAL_Custom) tween.SetEase(easeCurve); + else tween.SetEase(easeType); + if (!string.IsNullOrEmpty(id)) tween.SetId(id); + tween.SetUpdate(isIndependentUpdate); + + if (hasOnStart) { + if (onStart != null) tween.OnStart(onStart.Invoke); + } else onStart = null; + if (hasOnPlay) { + if (onPlay != null) tween.OnPlay(onPlay.Invoke); + } else onPlay = null; + if (hasOnUpdate) { + if (onUpdate != null) tween.OnUpdate(onUpdate.Invoke); + } else onUpdate = null; + if (hasOnStepComplete) { + if (onStepComplete != null) tween.OnStepComplete(onStepComplete.Invoke); + } else onStepComplete = null; + if (hasOnComplete) { + if (onComplete != null) tween.OnComplete(onComplete.Invoke); + } else onComplete = null; + + if (autoPlay) tween.Play(); + else tween.Pause(); + } + + #endregion + + #region Public Methods + + // These methods are here so they can be called directly via Unity's UGUI event system + + public override void DOPlay() + { + DOTween.Play(this.gameObject); + } + + public override void DOPlayBackwards() + { + DOTween.PlayBackwards(this.gameObject); + } + + public override void DOPlayForward() + { + DOTween.PlayForward(this.gameObject); + } + + public override void DOPause() + { + DOTween.Pause(this.gameObject); + } + + public override void DOTogglePause() + { + DOTween.TogglePause(this.gameObject); + } + + public override void DORewind() + { + _playCount = -1; + // Rewind using Components order (in case there are multiple animations on the same property) + DOTweenAnimation[] anims = this.gameObject.GetComponents(); + for (int i = anims.Length - 1; i > -1; --i) { + Tween t = anims[i].tween; + if (t != null && t.IsInitialized()) anims[i].tween.Rewind(); + } + // DOTween.Rewind(this.gameObject); + } + + /// + /// Restarts the tween + /// + /// If TRUE, re-evaluates the tween's start and end values from its current position. + /// Set it to TRUE when spawning the same DOTweenAnimation in different positions (like when using a pooling system) + public override void DORestart(bool fromHere = false) + { + _playCount = -1; + if (tween == null) { + if (Debugger.logPriority > 1) Debugger.LogNullTween(tween); return; + } + if (fromHere && isRelative) ReEvaluateRelativeTween(); + DOTween.Restart(this.gameObject); + } + + public override void DOComplete() + { + DOTween.Complete(this.gameObject); + } + + public override void DOKill() + { + DOTween.Kill(this.gameObject); + tween = null; + } + + #region Specifics + + public void DOPlayById(string id) + { + DOTween.Play(this.gameObject, id); + } + public void DOPlayAllById(string id) + { + DOTween.Play(id); + } + + public void DOPlayNext() + { + DOTweenAnimation[] anims = this.GetComponents(); + while (_playCount < anims.Length - 1) { + _playCount++; + DOTweenAnimation anim = anims[_playCount]; + if (anim != null && anim.tween != null && !anim.tween.IsPlaying() && !anim.tween.IsComplete()) { + anim.tween.Play(); + break; + } + } + } + + public void DORewindAndPlayNext() + { + _playCount = -1; + DOTween.Rewind(this.gameObject); + DOPlayNext(); + } + + public void DORestartById(string id) + { + _playCount = -1; + DOTween.Restart(this.gameObject, id); + } + public void DORestartAllById(string id) + { + _playCount = -1; + DOTween.Restart(id); + } + + public List GetTweens() + { + return DOTween.TweensByTarget(this.gameObject); + } + + #endregion + + #endregion + + #region Private + + // Re-evaluate relative position of path + void ReEvaluateRelativeTween() + { + if (animationType == DOTweenAnimationType.Move) { + ((Tweener)tween).ChangeEndValue(transform.position + endValueV3, true); + } else if (animationType == DOTweenAnimationType.LocalMove) { + ((Tweener)tween).ChangeEndValue(transform.localPosition + endValueV3, true); + } + } + + #endregion + } + + public static class DOTweenAnimationExtensions + { + public static bool IsSameOrSubclassOf(this Type t, Type tBase) + { + return t.IsSubclassOf(tBase) || t == tBase; + } + } } \ No newline at end of file diff --git a/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenPro.XML b/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenPro.XML index 6f5f6c86..c1528c5a 100644 --- a/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenPro.XML +++ b/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenPro.XML @@ -1,71 +1,71 @@ - - - - DOTweenPro - - - - - Methods that extend known Unity objects and allow to directly create and control tweens from their instances - - - - Tweens a Transform's localPosition in a spiral shape. - Also stores the transform as the tween's target so it can be used for filtered operations - The duration of the tween - The axis around which the spiral will rotate - The type of spiral movement - Speed of the rotations - Frequency of the rotation. Lower values lead to wider spirals - Indicates how much the tween should move along the spiral's axis - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Rigidbody's position in a spiral shape. - Also stores the transform as the tween's target so it can be used for filtered operations - The duration of the tween - The axis around which the spiral will rotate - The type of spiral movement - Speed of the rotations - Frequency of the rotation. Lower values lead to wider spirals - Indicates how much the tween should move along the spiral's axis - If TRUE the tween will smoothly snap all values to integers - - - - Tweens a Vector3 along a spiral. - EndValue represents the direction of the spiral - - - - - Restarts the tween - - If TRUE, re-evaluates the tween's start and end values from its current position. - Set it to TRUE when spawning the same DOTweenPath in different positions (like when using a pooling system) - - - - Attach this to a GameObject to create and assign a path to it - - - - - Restarts the tween - - If TRUE, re-evaluates the tween's start and end values from its current position. - Set it to TRUE when spawning the same DOTweenPath in different positions (like when using a pooling system) - - - - Spiral tween mode - - - - The spiral motion will expand outwards for the whole the tween - - - The spiral motion will expand outwards for half the tween and then will spiral back to the starting position - - - + + + + DOTweenPro + + + + + Methods that extend known Unity objects and allow to directly create and control tweens from their instances + + + + Tweens a Transform's localPosition in a spiral shape. + Also stores the transform as the tween's target so it can be used for filtered operations + The duration of the tween + The axis around which the spiral will rotate + The type of spiral movement + Speed of the rotations + Frequency of the rotation. Lower values lead to wider spirals + Indicates how much the tween should move along the spiral's axis + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Rigidbody's position in a spiral shape. + Also stores the transform as the tween's target so it can be used for filtered operations + The duration of the tween + The axis around which the spiral will rotate + The type of spiral movement + Speed of the rotations + Frequency of the rotation. Lower values lead to wider spirals + Indicates how much the tween should move along the spiral's axis + If TRUE the tween will smoothly snap all values to integers + + + + Tweens a Vector3 along a spiral. + EndValue represents the direction of the spiral + + + + + Restarts the tween + + If TRUE, re-evaluates the tween's start and end values from its current position. + Set it to TRUE when spawning the same DOTweenPath in different positions (like when using a pooling system) + + + + Attach this to a GameObject to create and assign a path to it + + + + + Restarts the tween + + If TRUE, re-evaluates the tween's start and end values from its current position. + Set it to TRUE when spawning the same DOTweenPath in different positions (like when using a pooling system) + + + + Spiral tween mode + + + + The spiral motion will expand outwards for the whole the tween + + + The spiral motion will expand outwards for half the tween and then will spiral back to the starting position + + + diff --git a/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.addon b/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.addon index 94239cad..59b0139c 100644 --- a/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.addon +++ b/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.addon @@ -1,239 +1,239 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2015/03/27 19:02 -// -// License Copyright (c) Daniele Giardini. -// This work is subject to the terms at http://dotween.demigiant.com/license.php - -using UnityEngine; -using TMPro; - -namespace DG.Tweening -{ - /// - /// Methods that extend Text Mesh Pro objects and allow to directly create and control tweens from their instances. - /// - public static class ShortcutExtensionsTextMeshPro - { - #region Colors - - /// Tweens a TextMeshPro's color to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOColor(this TextMeshPro target, Color endValue, float duration) - { - return DOTween.To(() => target.color, x => target.color = x, endValue, duration) - .SetTarget(target); - } - - /// Tweens a TextMeshPro's faceColor to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOFaceColor(this TextMeshPro target, Color32 endValue, float duration) - { - return DOTween.To(() => target.faceColor, x => target.faceColor = x, endValue, duration) - .SetTarget(target); - } - - /// Tweens a TextMeshPro's outlineColor to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOOutlineColor(this TextMeshPro target, Color32 endValue, float duration) - { - return DOTween.To(() => target.outlineColor, x => target.outlineColor = x, endValue, duration) - .SetTarget(target); - } - - /// Tweens a TextMeshPro's glow color to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE will use the fontSharedMaterial instead than the fontMaterial - public static Tweener DOGlowColor(this TextMeshPro target, Color endValue, float duration, bool useSharedMaterial = false) - { - return useSharedMaterial - ? target.fontSharedMaterial.DOColor(endValue, "_GlowColor", duration).SetTarget(target) - : target.fontMaterial.DOColor(endValue, "_GlowColor", duration).SetTarget(target); - } - - /// Tweens a TextMeshPro's alpha color to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOFade(this TextMeshPro target, float endValue, float duration) - { - return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration) - .SetTarget(target); - } - - /// Tweens a TextMeshPro faceColor's alpha to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOFaceFade(this TextMeshPro target, float endValue, float duration) - { - return DOTween.ToAlpha(() => target.faceColor, x => target.faceColor = x, endValue, duration) - .SetTarget(target); - } - - #endregion - - #region Other - - /// Tweens a TextMeshPro's scale to the given value (using correct uniform scale as TMP requires). - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOScale(this TextMeshPro target, float endValue, float duration) - { - Transform t = target.transform; - Vector3 endValueV3 = new Vector3(endValue, endValue, endValue); - return DOTween.To(() => t.localScale, x => t.localScale = x, endValueV3, duration).SetTarget(target); - } - - /// Tweens a TextMeshPro's fontSize to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOFontSize(this TextMeshPro target, float endValue, float duration) - { - return DOTween.To(() => target.fontSize, x => target.fontSize = x, endValue, duration) - .SetTarget(target); - } - - /// Tweens a TextMeshPro's maxVisibleCharacters to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOMaxVisibleCharacters(this TextMeshPro target, int endValue, float duration) - { - return DOTween.To(() => target.maxVisibleCharacters, x => target.maxVisibleCharacters = x, endValue, duration) - .SetTarget(target); - } - - /// Tweens a TextMeshPro's text to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end string to tween toThe duration of the tween - /// If TRUE (default), rich text will be interpreted correctly while animated, - /// otherwise all tags will be considered as normal text - /// The type of scramble mode to use, if any - /// A string containing the characters to use for scrambling. - /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. - /// Leave it to NULL (default) to use default ones - public static Tweener DOText(this TextMeshPro target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) - { - return DOTween.To(() => target.text, x => target.text = x, endValue, duration) - .SetOptions(richTextEnabled, scrambleMode, scrambleChars) - .SetTarget(target); - } - - #endregion - } - - /// - /// Methods that extend Text Mesh Pro objects and allow to directly create and control tweens from their instances. - /// - public static class ShortcutExtensionsTextMeshProUGUI - { - #region Colors - - /// Tweens a TextMeshProUGUI's color to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOColor(this TextMeshProUGUI target, Color endValue, float duration) - { - return DOTween.To(() => target.color, x => target.color = x, endValue, duration) - .SetTarget(target); - } - - /// Tweens a TextMeshProUGUI's faceColor to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOFaceColor(this TextMeshProUGUI target, Color32 endValue, float duration) - { - return DOTween.To(() => target.faceColor, x => target.faceColor = x, endValue, duration) - .SetTarget(target); - } - - /// Tweens a TextMeshProUGUI's outlineColor to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOOutlineColor(this TextMeshProUGUI target, Color32 endValue, float duration) - { - return DOTween.To(() => target.outlineColor, x => target.outlineColor = x, endValue, duration) - .SetTarget(target); - } - - /// Tweens a TextMeshProUGUI's glow color to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE will use the fontSharedMaterial instead than the fontMaterial - public static Tweener DOGlowColor(this TextMeshProUGUI target, Color endValue, float duration, bool useSharedMaterial = false) - { - return useSharedMaterial - ? target.fontSharedMaterial.DOColor(endValue, "_GlowColor", duration).SetTarget(target) - : target.fontMaterial.DOColor(endValue, "_GlowColor", duration).SetTarget(target); - } - - /// Tweens a TextMeshProUGUI's alpha color to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOFade(this TextMeshProUGUI target, float endValue, float duration) - { - return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration) - .SetTarget(target); - } - - /// Tweens a TextMeshProUGUI faceColor's alpha to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOFaceFade(this TextMeshProUGUI target, float endValue, float duration) - { - return DOTween.ToAlpha(() => target.faceColor, x => target.faceColor = x, endValue, duration) - .SetTarget(target); - } - - #endregion - - #region Other - - /// Tweens a TextMeshProUGUI's scale to the given value (using correct uniform scale as TMP requires). - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOScale(this TextMeshProUGUI target, float endValue, float duration) - { - Transform t = target.transform; - Vector3 endValueV3 = new Vector3(endValue, endValue, endValue); - return DOTween.To(() => t.localScale, x => t.localScale = x, endValueV3, duration).SetTarget(target); - } - - /// Tweens a TextMeshProUGUI's fontSize to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOFontSize(this TextMeshProUGUI target, float endValue, float duration) - { - return DOTween.To(() => target.fontSize, x => target.fontSize = x, endValue, duration) - .SetTarget(target); - } - - /// Tweens a TextMeshProUGUI's maxVisibleCharacters to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOMaxVisibleCharacters(this TextMeshProUGUI target, int endValue, float duration) - { - return DOTween.To(() => target.maxVisibleCharacters, x => target.maxVisibleCharacters = x, endValue, duration) - .SetTarget(target); - } - - /// Tweens a TextMeshProUGUI's text to the given value. - /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations - /// The end string to tween toThe duration of the tween - /// If TRUE (default), rich text will be interpreted correctly while animated, - /// otherwise all tags will be considered as normal text - /// The type of scramble mode to use, if any - /// A string containing the characters to use for scrambling. - /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. - /// Leave it to NULL (default) to use default ones - public static Tweener DOText(this TextMeshProUGUI target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) - { - return DOTween.To(() => target.text, x => target.text = x, endValue, duration) - .SetOptions(richTextEnabled, scrambleMode, scrambleChars) - .SetTarget(target); - } - - #endregion - } +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2015/03/27 19:02 +// +// License Copyright (c) Daniele Giardini. +// This work is subject to the terms at http://dotween.demigiant.com/license.php + +using UnityEngine; +using TMPro; + +namespace DG.Tweening +{ + /// + /// Methods that extend Text Mesh Pro objects and allow to directly create and control tweens from their instances. + /// + public static class ShortcutExtensionsTextMeshPro + { + #region Colors + + /// Tweens a TextMeshPro's color to the given value. + /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOColor(this TextMeshPro target, Color endValue, float duration) + { + return DOTween.To(() => target.color, x => target.color = x, endValue, duration) + .SetTarget(target); + } + + /// Tweens a TextMeshPro's faceColor to the given value. + /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOFaceColor(this TextMeshPro target, Color32 endValue, float duration) + { + return DOTween.To(() => target.faceColor, x => target.faceColor = x, endValue, duration) + .SetTarget(target); + } + + /// Tweens a TextMeshPro's outlineColor to the given value. + /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOOutlineColor(this TextMeshPro target, Color32 endValue, float duration) + { + return DOTween.To(() => target.outlineColor, x => target.outlineColor = x, endValue, duration) + .SetTarget(target); + } + + /// Tweens a TextMeshPro's glow color to the given value. + /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE will use the fontSharedMaterial instead than the fontMaterial + public static Tweener DOGlowColor(this TextMeshPro target, Color endValue, float duration, bool useSharedMaterial = false) + { + return useSharedMaterial + ? target.fontSharedMaterial.DOColor(endValue, "_GlowColor", duration).SetTarget(target) + : target.fontMaterial.DOColor(endValue, "_GlowColor", duration).SetTarget(target); + } + + /// Tweens a TextMeshPro's alpha color to the given value. + /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOFade(this TextMeshPro target, float endValue, float duration) + { + return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration) + .SetTarget(target); + } + + /// Tweens a TextMeshPro faceColor's alpha to the given value. + /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOFaceFade(this TextMeshPro target, float endValue, float duration) + { + return DOTween.ToAlpha(() => target.faceColor, x => target.faceColor = x, endValue, duration) + .SetTarget(target); + } + + #endregion + + #region Other + + /// Tweens a TextMeshPro's scale to the given value (using correct uniform scale as TMP requires). + /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOScale(this TextMeshPro target, float endValue, float duration) + { + Transform t = target.transform; + Vector3 endValueV3 = new Vector3(endValue, endValue, endValue); + return DOTween.To(() => t.localScale, x => t.localScale = x, endValueV3, duration).SetTarget(target); + } + + /// Tweens a TextMeshPro's fontSize to the given value. + /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOFontSize(this TextMeshPro target, float endValue, float duration) + { + return DOTween.To(() => target.fontSize, x => target.fontSize = x, endValue, duration) + .SetTarget(target); + } + + /// Tweens a TextMeshPro's maxVisibleCharacters to the given value. + /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOMaxVisibleCharacters(this TextMeshPro target, int endValue, float duration) + { + return DOTween.To(() => target.maxVisibleCharacters, x => target.maxVisibleCharacters = x, endValue, duration) + .SetTarget(target); + } + + /// Tweens a TextMeshPro's text to the given value. + /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations + /// The end string to tween toThe duration of the tween + /// If TRUE (default), rich text will be interpreted correctly while animated, + /// otherwise all tags will be considered as normal text + /// The type of scramble mode to use, if any + /// A string containing the characters to use for scrambling. + /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. + /// Leave it to NULL (default) to use default ones + public static Tweener DOText(this TextMeshPro target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) + { + return DOTween.To(() => target.text, x => target.text = x, endValue, duration) + .SetOptions(richTextEnabled, scrambleMode, scrambleChars) + .SetTarget(target); + } + + #endregion + } + + /// + /// Methods that extend Text Mesh Pro objects and allow to directly create and control tweens from their instances. + /// + public static class ShortcutExtensionsTextMeshProUGUI + { + #region Colors + + /// Tweens a TextMeshProUGUI's color to the given value. + /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOColor(this TextMeshProUGUI target, Color endValue, float duration) + { + return DOTween.To(() => target.color, x => target.color = x, endValue, duration) + .SetTarget(target); + } + + /// Tweens a TextMeshProUGUI's faceColor to the given value. + /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOFaceColor(this TextMeshProUGUI target, Color32 endValue, float duration) + { + return DOTween.To(() => target.faceColor, x => target.faceColor = x, endValue, duration) + .SetTarget(target); + } + + /// Tweens a TextMeshProUGUI's outlineColor to the given value. + /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOOutlineColor(this TextMeshProUGUI target, Color32 endValue, float duration) + { + return DOTween.To(() => target.outlineColor, x => target.outlineColor = x, endValue, duration) + .SetTarget(target); + } + + /// Tweens a TextMeshProUGUI's glow color to the given value. + /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE will use the fontSharedMaterial instead than the fontMaterial + public static Tweener DOGlowColor(this TextMeshProUGUI target, Color endValue, float duration, bool useSharedMaterial = false) + { + return useSharedMaterial + ? target.fontSharedMaterial.DOColor(endValue, "_GlowColor", duration).SetTarget(target) + : target.fontMaterial.DOColor(endValue, "_GlowColor", duration).SetTarget(target); + } + + /// Tweens a TextMeshProUGUI's alpha color to the given value. + /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOFade(this TextMeshProUGUI target, float endValue, float duration) + { + return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration) + .SetTarget(target); + } + + /// Tweens a TextMeshProUGUI faceColor's alpha to the given value. + /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOFaceFade(this TextMeshProUGUI target, float endValue, float duration) + { + return DOTween.ToAlpha(() => target.faceColor, x => target.faceColor = x, endValue, duration) + .SetTarget(target); + } + + #endregion + + #region Other + + /// Tweens a TextMeshProUGUI's scale to the given value (using correct uniform scale as TMP requires). + /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOScale(this TextMeshProUGUI target, float endValue, float duration) + { + Transform t = target.transform; + Vector3 endValueV3 = new Vector3(endValue, endValue, endValue); + return DOTween.To(() => t.localScale, x => t.localScale = x, endValueV3, duration).SetTarget(target); + } + + /// Tweens a TextMeshProUGUI's fontSize to the given value. + /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOFontSize(this TextMeshProUGUI target, float endValue, float duration) + { + return DOTween.To(() => target.fontSize, x => target.fontSize = x, endValue, duration) + .SetTarget(target); + } + + /// Tweens a TextMeshProUGUI's maxVisibleCharacters to the given value. + /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOMaxVisibleCharacters(this TextMeshProUGUI target, int endValue, float duration) + { + return DOTween.To(() => target.maxVisibleCharacters, x => target.maxVisibleCharacters = x, endValue, duration) + .SetTarget(target); + } + + /// Tweens a TextMeshProUGUI's text to the given value. + /// Also stores the TextMeshProUGUI as the tween's target so it can be used for filtered operations + /// The end string to tween toThe duration of the tween + /// If TRUE (default), rich text will be interpreted correctly while animated, + /// otherwise all tags will be considered as normal text + /// The type of scramble mode to use, if any + /// A string containing the characters to use for scrambling. + /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. + /// Leave it to NULL (default) to use default ones + public static Tweener DOText(this TextMeshProUGUI target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) + { + return DOTween.To(() => target.text, x => target.text = x, endValue, duration) + .SetOptions(richTextEnabled, scrambleMode, scrambleChars) + .SetTarget(target); + } + + #endregion + } } \ No newline at end of file diff --git a/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenTk2d.cs.addon b/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenTk2d.cs.addon index f5e5ef17..9c18d658 100644 --- a/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenTk2d.cs.addon +++ b/Assets/ThirdParty/Demigiant/DOTweenPro/DOTweenTk2d.cs.addon @@ -1,143 +1,143 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2014/10/27 15:59 -// -// License Copyright (c) Daniele Giardini. -// This work is subject to the terms at http://dotween.demigiant.com/license.php - -using UnityEngine; - -namespace DG.Tweening -{ - /// - /// Methods that extend 2D Toolkit objects and allow to directly create and control tweens from their instances. - /// - public static class ShortcutExtensionsTk2d - { - #region Sprite - - /// Tweens a 2D Toolkit Sprite's dimensions to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOScale(this tk2dBaseSprite target, Vector3 endValue, float duration) - { - return DOTween.To(() => target.scale, x => target.scale = x, endValue, duration) - .SetTarget(target); - } - /// Tweens a Sprite's dimensions to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOScaleX(this tk2dBaseSprite target, float endValue, float duration) - { - return DOTween.To(() => target.scale, x => target.scale = x, new Vector3(endValue, 0, 0), duration) - .SetOptions(AxisConstraint.X) - .SetTarget(target); - } - /// Tweens a Sprite's dimensions to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOScaleY(this tk2dBaseSprite target, float endValue, float duration) - { - return DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, endValue, 0), duration) - .SetOptions(AxisConstraint.Y) - .SetTarget(target); - } - /// Tweens a Sprite's dimensions to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOScaleZ(this tk2dBaseSprite target, float endValue, float duration) - { - return DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, 0, endValue), duration) - .SetOptions(AxisConstraint.Z) - .SetTarget(target); - } - - /// Tweens a 2D Toolkit Sprite's color to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOColor(this tk2dBaseSprite target, Color endValue, float duration) - { - return DOTween.To(() => target.color, x => target.color = x, endValue, duration) - .SetTarget(target); - } - - /// Tweens a 2D Toolkit Sprite's alpha color to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOFade(this tk2dBaseSprite target, float endValue, float duration) - { - return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration) - .SetTarget(target); - } - - #endregion - - #region tk2dSlicedSprite - - /// Tweens a 2D Toolkit SlicedSprite's dimensions to the given value. - /// Also stores the SlicedSprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOScale(this tk2dSlicedSprite target, Vector2 endValue, float duration) - { - return DOTween.To(() => target.dimensions, x => target.dimensions = x, endValue, duration) - .SetTarget(target); - } - /// Tweens a SlicedSprite's dimensions to the given value. - /// Also stores the SlicedSprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOScaleX(this tk2dSlicedSprite target, float endValue, float duration) - { - return DOTween.To(() => target.dimensions, x => target.dimensions = x, new Vector2(endValue, 0), duration) - .SetOptions(AxisConstraint.X) - .SetTarget(target); - } - /// Tweens a SlicedSprite's dimensions to the given value. - /// Also stores the SlicedSprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOScaleY(this tk2dSlicedSprite target, float endValue, float duration) - { - return DOTween.To(() => target.dimensions, x => target.dimensions = x, new Vector2(0, endValue), duration) - .SetOptions(AxisConstraint.Y) - .SetTarget(target); - } - - #endregion - - #region TextMesh - - /// Tweens a 2D Toolkit TextMesh's color to the given value. - /// Also stores the TextMesh as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOColor(this tk2dTextMesh target, Color endValue, float duration) - { - return DOTween.To(() => target.color, x => target.color = x, endValue, duration) - .SetTarget(target); - } - - /// Tweens a 2D Toolkit TextMesh's alpha color to the given value. - /// Also stores the TextMesh as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static Tweener DOFade(this tk2dTextMesh target, float endValue, float duration) - { - return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration) - .SetTarget(target); - } - - /// Tweens a tk2dTextMesh's text to the given value. - /// Also stores the tk2dTextMesh as the tween's target so it can be used for filtered operations - /// The end string to tween toThe duration of the tween - /// If TRUE (default), rich text will be interpreted correctly while animated, - /// otherwise all tags will be considered as normal text - /// The type of scramble mode to use, if any - /// A string containing the characters to use for scrambling. - /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. - /// Leave it to NULL (default) to use default ones - public static Tweener DOText(this tk2dTextMesh target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) - { - return DOTween.To(() => target.text, x => target.text = x, endValue, duration) - .SetOptions(richTextEnabled, scrambleMode, scrambleChars) - .SetTarget(target); - } - - #endregion - } +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2014/10/27 15:59 +// +// License Copyright (c) Daniele Giardini. +// This work is subject to the terms at http://dotween.demigiant.com/license.php + +using UnityEngine; + +namespace DG.Tweening +{ + /// + /// Methods that extend 2D Toolkit objects and allow to directly create and control tweens from their instances. + /// + public static class ShortcutExtensionsTk2d + { + #region Sprite + + /// Tweens a 2D Toolkit Sprite's dimensions to the given value. + /// Also stores the Sprite as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOScale(this tk2dBaseSprite target, Vector3 endValue, float duration) + { + return DOTween.To(() => target.scale, x => target.scale = x, endValue, duration) + .SetTarget(target); + } + /// Tweens a Sprite's dimensions to the given value. + /// Also stores the Sprite as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOScaleX(this tk2dBaseSprite target, float endValue, float duration) + { + return DOTween.To(() => target.scale, x => target.scale = x, new Vector3(endValue, 0, 0), duration) + .SetOptions(AxisConstraint.X) + .SetTarget(target); + } + /// Tweens a Sprite's dimensions to the given value. + /// Also stores the Sprite as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOScaleY(this tk2dBaseSprite target, float endValue, float duration) + { + return DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, endValue, 0), duration) + .SetOptions(AxisConstraint.Y) + .SetTarget(target); + } + /// Tweens a Sprite's dimensions to the given value. + /// Also stores the Sprite as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOScaleZ(this tk2dBaseSprite target, float endValue, float duration) + { + return DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, 0, endValue), duration) + .SetOptions(AxisConstraint.Z) + .SetTarget(target); + } + + /// Tweens a 2D Toolkit Sprite's color to the given value. + /// Also stores the Sprite as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOColor(this tk2dBaseSprite target, Color endValue, float duration) + { + return DOTween.To(() => target.color, x => target.color = x, endValue, duration) + .SetTarget(target); + } + + /// Tweens a 2D Toolkit Sprite's alpha color to the given value. + /// Also stores the Sprite as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOFade(this tk2dBaseSprite target, float endValue, float duration) + { + return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration) + .SetTarget(target); + } + + #endregion + + #region tk2dSlicedSprite + + /// Tweens a 2D Toolkit SlicedSprite's dimensions to the given value. + /// Also stores the SlicedSprite as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOScale(this tk2dSlicedSprite target, Vector2 endValue, float duration) + { + return DOTween.To(() => target.dimensions, x => target.dimensions = x, endValue, duration) + .SetTarget(target); + } + /// Tweens a SlicedSprite's dimensions to the given value. + /// Also stores the SlicedSprite as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOScaleX(this tk2dSlicedSprite target, float endValue, float duration) + { + return DOTween.To(() => target.dimensions, x => target.dimensions = x, new Vector2(endValue, 0), duration) + .SetOptions(AxisConstraint.X) + .SetTarget(target); + } + /// Tweens a SlicedSprite's dimensions to the given value. + /// Also stores the SlicedSprite as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOScaleY(this tk2dSlicedSprite target, float endValue, float duration) + { + return DOTween.To(() => target.dimensions, x => target.dimensions = x, new Vector2(0, endValue), duration) + .SetOptions(AxisConstraint.Y) + .SetTarget(target); + } + + #endregion + + #region TextMesh + + /// Tweens a 2D Toolkit TextMesh's color to the given value. + /// Also stores the TextMesh as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOColor(this tk2dTextMesh target, Color endValue, float duration) + { + return DOTween.To(() => target.color, x => target.color = x, endValue, duration) + .SetTarget(target); + } + + /// Tweens a 2D Toolkit TextMesh's alpha color to the given value. + /// Also stores the TextMesh as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static Tweener DOFade(this tk2dTextMesh target, float endValue, float duration) + { + return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration) + .SetTarget(target); + } + + /// Tweens a tk2dTextMesh's text to the given value. + /// Also stores the tk2dTextMesh as the tween's target so it can be used for filtered operations + /// The end string to tween toThe duration of the tween + /// If TRUE (default), rich text will be interpreted correctly while animated, + /// otherwise all tags will be considered as normal text + /// The type of scramble mode to use, if any + /// A string containing the characters to use for scrambling. + /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. + /// Leave it to NULL (default) to use default ones + public static Tweener DOText(this tk2dTextMesh target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) + { + return DOTween.To(() => target.text, x => target.text = x, endValue, duration) + .SetOptions(richTextEnabled, scrambleMode, scrambleChars) + .SetTarget(target); + } + + #endregion + } } \ No newline at end of file diff --git a/Assets/ThirdParty/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs b/Assets/ThirdParty/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs index 168b025e..dc42eb35 100644 --- a/Assets/ThirdParty/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs +++ b/Assets/ThirdParty/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs @@ -1,453 +1,453 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2015/03/12 16:03 - -using System; -using System.Collections.Generic; -using System.IO; -using DG.DemiEditor; -using DG.DOTweenEditor.Core; -using DG.Tweening; -using DG.Tweening.Core; -using UnityEditor; -using UnityEngine; -using UnityEngine.UI; - -#if DOTWEEN_TMP - using TMPro; -#endif - -namespace DG.DOTweenEditor -{ - [CustomEditor(typeof(DOTweenAnimation))] - public class DOTweenAnimationInspector : ABSAnimationInspector - { - static readonly Dictionary _AnimationTypeToComponent = new Dictionary() { - { DOTweenAnimationType.Move, new[] { typeof(Rigidbody), typeof(Rigidbody2D), typeof(RectTransform), typeof(Transform) } }, - { DOTweenAnimationType.LocalMove, new[] { typeof(Transform) } }, - { DOTweenAnimationType.Rotate, new[] { typeof(Rigidbody), typeof(Rigidbody2D), typeof(Transform) } }, - { DOTweenAnimationType.LocalRotate, new[] { typeof(Transform) } }, - { DOTweenAnimationType.Scale, new[] { typeof(Transform) } }, - { DOTweenAnimationType.Color, new[] { typeof(SpriteRenderer), typeof(Renderer), typeof(Image), typeof(Text) } }, - { DOTweenAnimationType.Fade, new[] { typeof(SpriteRenderer), typeof(Renderer), typeof(Image), typeof(Text) } }, - { DOTweenAnimationType.Text, new[] { typeof(Text) } }, - { DOTweenAnimationType.PunchPosition, new[] { typeof(RectTransform), typeof(Transform) } }, - { DOTweenAnimationType.PunchRotation, new[] { typeof(Transform) } }, - { DOTweenAnimationType.PunchScale, new[] { typeof(Transform) } }, - { DOTweenAnimationType.ShakePosition, new[] { typeof(RectTransform), typeof(Transform) } }, - { DOTweenAnimationType.ShakeRotation, new[] { typeof(Transform) } }, - { DOTweenAnimationType.ShakeScale, new[] { typeof(Transform) } }, - { DOTweenAnimationType.CameraAspect, new[] { typeof(Camera) } }, - { DOTweenAnimationType.CameraBackgroundColor, new[] { typeof(Camera) } }, - { DOTweenAnimationType.CameraFieldOfView, new[] { typeof(Camera) } }, - { DOTweenAnimationType.CameraOrthoSize, new[] { typeof(Camera) } }, - { DOTweenAnimationType.CameraPixelRect, new[] { typeof(Camera) } }, - { DOTweenAnimationType.CameraRect, new[] { typeof(Camera) } }, - }; - -#if DOTWEEN_TK2D - static readonly Dictionary _Tk2dAnimationTypeToComponent = new Dictionary() { - { DOTweenAnimationType.Color, new[] { typeof(tk2dBaseSprite), typeof(tk2dTextMesh) } }, - { DOTweenAnimationType.Fade, new[] { typeof(tk2dBaseSprite), typeof(tk2dTextMesh) } }, - { DOTweenAnimationType.Text, new[] { typeof(tk2dTextMesh) } } - }; -#endif -#if DOTWEEN_TMP - static readonly Dictionary _TMPAnimationTypeToComponent = new Dictionary() { - { DOTweenAnimationType.Color, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } }, - { DOTweenAnimationType.Fade, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } }, - { DOTweenAnimationType.Text, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } } - }; -#endif - - static readonly string[] _AnimationType = new[] { - "None", - "Move", "LocalMove", - "Rotate", "LocalRotate", - "Scale", - "Color", "Fade", - "Text", - "Punch/Position", "Punch/Rotation", "Punch/Scale", - "Shake/Position", "Shake/Rotation", "Shake/Scale", - "Camera/Aspect", "Camera/BackgroundColor", "Camera/FieldOfView", "Camera/OrthoSize", "Camera/PixelRect", "Camera/Rect" - }; - static string[] _animationTypeNoSlashes; // _AnimationType list without slashes in values - static string[] _datString; // String representation of DOTweenAnimation enum (here for caching reasons) - - DOTweenAnimation _src; - bool _runtimeEditMode; // If TRUE allows to change and save stuff at runtime - int _totComponentsOnSrc; // Used to determine if a Component is added or removed from the source - - // =================================================================================== - // MONOBEHAVIOUR METHODS ------------------------------------------------------------- - - void OnEnable() - { - _src = target as DOTweenAnimation; - - onStartProperty = base.serializedObject.FindProperty("onStart"); - onPlayProperty = base.serializedObject.FindProperty("onPlay"); - onUpdateProperty = base.serializedObject.FindProperty("onUpdate"); - onStepCompleteProperty = base.serializedObject.FindProperty("onStepComplete"); - onCompleteProperty = base.serializedObject.FindProperty("onComplete"); - - // Convert _AnimationType to _animationTypeNoSlashes - int len = _AnimationType.Length; - _animationTypeNoSlashes = new string[len]; - for (int i = 0; i < len; ++i) { - string a = _AnimationType[i]; - a = a.Replace("/", ""); - _animationTypeNoSlashes[i] = a; - } - } - - override public void OnInspectorGUI() - { - base.OnInspectorGUI(); - - GUILayout.Space(3); - EditorGUIUtils.SetGUIStyles(); - - bool playMode = Application.isPlaying; - _runtimeEditMode = _runtimeEditMode && playMode; - - GUILayout.BeginHorizontal(); - EditorGUIUtils.InspectorLogo(); - GUILayout.Label(_src.animationType.ToString() + (string.IsNullOrEmpty(_src.id) ? "" : " [" + _src.id + "]"), EditorGUIUtils.sideLogoIconBoldLabelStyle); - // Up-down buttons - GUILayout.FlexibleSpace(); - if (GUILayout.Button("▲", DeGUI.styles.button.toolIco)) UnityEditorInternal.ComponentUtility.MoveComponentUp(_src); - if (GUILayout.Button("▼", DeGUI.styles.button.toolIco)) UnityEditorInternal.ComponentUtility.MoveComponentDown(_src); - GUILayout.EndHorizontal(); - - if (playMode) { - if (_runtimeEditMode) { - - } else { - GUILayout.Space(8); - GUILayout.Label("Animation Editor disabled while in play mode", EditorGUIUtils.wordWrapLabelStyle); - if (!_src.isActive) { - GUILayout.Label("This animation has been toggled as inactive and won't be generated", EditorGUIUtils.wordWrapLabelStyle); - GUI.enabled = false; - } - if (GUILayout.Button(new GUIContent("Activate Edit Mode", "Switches to Runtime Edit Mode, where you can change animations values and restart them"))) { - _runtimeEditMode = true; - } - GUILayout.Label("NOTE: when using DOPlayNext, the sequence is determined by the DOTweenAnimation Components order in the target GameObject's Inspector", EditorGUIUtils.wordWrapLabelStyle); - GUILayout.Space(10); - if (!_runtimeEditMode) return; - } - } - - Undo.RecordObject(_src, "DOTween Animation"); - -// _src.isValid = Validate(); // Moved down - - EditorGUIUtility.labelWidth = 120; - - if (playMode) { - GUILayout.Space(4); - DeGUILayout.Toolbar("Edit Mode Commands"); - DeGUILayout.BeginVBox(DeGUI.styles.box.stickyTop); - GUILayout.BeginHorizontal(); - if (GUILayout.Button("TogglePause")) _src.tween.TogglePause(); - if (GUILayout.Button("Rewind")) _src.tween.Rewind(); - if (GUILayout.Button("Restart")) _src.tween.Restart(); - GUILayout.EndHorizontal(); - if (GUILayout.Button("Commit changes and restart")) { - _src.tween.Rewind(); - _src.tween.Kill(); - if (_src.isValid) { - _src.CreateTween(); - _src.tween.Play(); - } - } - GUILayout.Label("To apply your changes when exiting Play mode, use the Component's upper right menu and choose \"Copy Component\", then \"Paste Component Values\" after exiting Play mode", DeGUI.styles.label.wordwrap); - DeGUILayout.EndVBox(); - } else { - bool hasManager = _src.GetComponent() != null; - if (!hasManager) { - if (GUILayout.Button(new GUIContent("Add Manager", "Adds a manager component which allows you to choose additional options for this gameObject"))) { - _src.gameObject.AddComponent(); - } - } - } - - GUILayout.BeginHorizontal(); - DOTweenAnimationType prevAnimType = _src.animationType; -// _src.animationType = (DOTweenAnimationType)EditorGUILayout.EnumPopup(_src.animationType, EditorGUIUtils.popupButton); - _src.isActive = EditorGUILayout.Toggle(new GUIContent("", "If unchecked, this animation will not be created"), _src.isActive, GUILayout.Width(16)); - GUI.enabled = _src.isActive; - _src.animationType = AnimationToDOTweenAnimationType(_AnimationType[EditorGUILayout.Popup(DOTweenAnimationTypeToPopupId(_src.animationType), _AnimationType)]); - _src.autoPlay = DeGUILayout.ToggleButton(_src.autoPlay, new GUIContent("AutoPlay", "If selected, the tween will play automatically")); - _src.autoKill = DeGUILayout.ToggleButton(_src.autoKill, new GUIContent("AutoKill", "If selected, the tween will be killed when it completes, and won't be reusable")); - GUILayout.EndHorizontal(); - if (prevAnimType != _src.animationType) { - // Set default optional values based on animation type - switch (_src.animationType) { - case DOTweenAnimationType.Move: - case DOTweenAnimationType.LocalMove: - case DOTweenAnimationType.Rotate: - case DOTweenAnimationType.LocalRotate: - case DOTweenAnimationType.Scale: - _src.endValueV3 = Vector3.zero; - _src.endValueFloat = 0; - _src.optionalBool0 = _src.animationType == DOTweenAnimationType.Scale; - break; - case DOTweenAnimationType.Color: - case DOTweenAnimationType.Fade: - _src.endValueFloat = 0; - break; - case DOTweenAnimationType.Text: - _src.optionalBool0 = true; - break; - case DOTweenAnimationType.PunchPosition: - case DOTweenAnimationType.PunchRotation: - case DOTweenAnimationType.PunchScale: - _src.endValueV3 = _src.animationType == DOTweenAnimationType.PunchRotation ? new Vector3(0,180,0) : Vector3.one; - _src.optionalFloat0 = 1; - _src.optionalInt0 = 10; - _src.optionalBool0 = false; - break; - case DOTweenAnimationType.ShakePosition: - case DOTweenAnimationType.ShakeRotation: - case DOTweenAnimationType.ShakeScale: - _src.endValueV3 = _src.animationType == DOTweenAnimationType.ShakeRotation ? new Vector3(90,90,90) : Vector3.one; - _src.optionalInt0 = 10; - _src.optionalFloat0 = 90; - _src.optionalBool0 = false; - break; - case DOTweenAnimationType.CameraAspect: - case DOTweenAnimationType.CameraFieldOfView: - case DOTweenAnimationType.CameraOrthoSize: - _src.endValueFloat = 0; - break; - case DOTweenAnimationType.CameraPixelRect: - case DOTweenAnimationType.CameraRect: - _src.endValueRect = new Rect(0, 0, 0, 0); - break; - } - } - if (_src.animationType == DOTweenAnimationType.None) { - _src.isValid = false; - if (GUI.changed) EditorUtility.SetDirty(_src); - return; - } - - if (prevAnimType != _src.animationType || ComponentsChanged()) { - _src.isValid = Validate(); - } - - if (!_src.isValid) { - GUI.color = Color.red; - GUILayout.BeginVertical(GUI.skin.box); - GUILayout.Label("No valid Component was found for the selected animation", EditorGUIUtils.wordWrapLabelStyle); - GUILayout.EndVertical(); - GUI.color = Color.white; - if (GUI.changed) EditorUtility.SetDirty(_src); - return; - } - - _src.duration = EditorGUILayout.FloatField("Duration", _src.duration); - if (_src.duration < 0) _src.duration = 0; - _src.delay = EditorGUILayout.FloatField("Delay", _src.delay); - if (_src.delay < 0) _src.delay = 0; - _src.isIndependentUpdate = EditorGUILayout.Toggle("Ignore TimeScale", _src.isIndependentUpdate); - _src.easeType = EditorGUIUtils.FilteredEasePopup(_src.easeType); - if (_src.easeType == Ease.INTERNAL_Custom) { - _src.easeCurve = EditorGUILayout.CurveField(" Ease Curve", _src.easeCurve); - } - _src.loops = EditorGUILayout.IntField(new GUIContent("Loops", "Set to -1 for infinite loops"), _src.loops); - if (_src.loops < -1) _src.loops = -1; - if (_src.loops > 1 || _src.loops == -1) - _src.loopType = (LoopType)EditorGUILayout.EnumPopup(" Loop Type", _src.loopType); - _src.id = EditorGUILayout.TextField("ID", _src.id); - - bool canBeRelative = true; - // End value and eventual specific options - switch (_src.animationType) { - case DOTweenAnimationType.Move: - case DOTweenAnimationType.LocalMove: - GUIEndValueV3(); - _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0); - break; - case DOTweenAnimationType.Rotate: - case DOTweenAnimationType.LocalRotate: - if (_src.GetComponent()) GUIEndValueFloat(); - else { - GUIEndValueV3(); - _src.optionalRotationMode = (RotateMode)EditorGUILayout.EnumPopup(" Rotation Mode", _src.optionalRotationMode); - } - break; - case DOTweenAnimationType.Scale: - if (_src.optionalBool0) GUIEndValueFloat(); - else GUIEndValueV3(); - _src.optionalBool0 = EditorGUILayout.Toggle("Uniform Scale", _src.optionalBool0); - break; - case DOTweenAnimationType.Color: - GUIEndValueColor(); - canBeRelative = false; - break; - case DOTweenAnimationType.Fade: - GUIEndValueFloat(); - if (_src.endValueFloat < 0) _src.endValueFloat = 0; - if (_src.endValueFloat > 1) _src.endValueFloat = 1; - canBeRelative = false; - break; - case DOTweenAnimationType.Text: - GUIEndValueString(); - _src.optionalBool0 = EditorGUILayout.Toggle("Rich Text Enabled", _src.optionalBool0); - _src.optionalScrambleMode = (ScrambleMode)EditorGUILayout.EnumPopup("Scramble Mode", _src.optionalScrambleMode); - _src.optionalString = EditorGUILayout.TextField(new GUIContent("Custom Scramble", "Custom characters to use in case of ScrambleMode.Custom"), _src.optionalString); - break; - case DOTweenAnimationType.PunchPosition: - case DOTweenAnimationType.PunchRotation: - case DOTweenAnimationType.PunchScale: - GUIEndValueV3(); - canBeRelative = false; - _src.optionalInt0 = EditorGUILayout.IntSlider(new GUIContent(" Vibrato", "How much will the punch vibrate"), _src.optionalInt0, 1, 50); - _src.optionalFloat0 = EditorGUILayout.Slider(new GUIContent(" Elasticity", "How much the vector will go beyond the starting position when bouncing backwards"), _src.optionalFloat0, 0, 1); - if (_src.animationType == DOTweenAnimationType.PunchPosition) _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0); - break; - case DOTweenAnimationType.ShakePosition: - case DOTweenAnimationType.ShakeRotation: - case DOTweenAnimationType.ShakeScale: - GUIEndValueV3(); - canBeRelative = false; - _src.optionalInt0 = EditorGUILayout.IntSlider(new GUIContent(" Vibrato", "How much will the shake vibrate"), _src.optionalInt0, 1, 50); - _src.optionalFloat0 = EditorGUILayout.Slider(new GUIContent(" Randomness", "The shake randomness"), _src.optionalFloat0, 0, 90); - if (_src.animationType == DOTweenAnimationType.ShakePosition) _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0); - break; - case DOTweenAnimationType.CameraAspect: - case DOTweenAnimationType.CameraFieldOfView: - case DOTweenAnimationType.CameraOrthoSize: - GUIEndValueFloat(); - canBeRelative = false; - break; - case DOTweenAnimationType.CameraBackgroundColor: - GUIEndValueColor(); - canBeRelative = false; - break; - case DOTweenAnimationType.CameraPixelRect: - case DOTweenAnimationType.CameraRect: - GUIEndValueRect(); - canBeRelative = false; - break; - } - - // Final settings - if (canBeRelative) _src.isRelative = EditorGUILayout.Toggle(" Relative", _src.isRelative); - - // Events - AnimationInspectorGUI.AnimationEvents(this, _src); - - if (GUI.changed) EditorUtility.SetDirty(_src); - } - - // Returns TRUE if the Component layout on the src gameObject changed (a Component was added or removed) - bool ComponentsChanged() - { - int prevTotComponentsOnSrc = _totComponentsOnSrc; - _totComponentsOnSrc = _src.gameObject.GetComponents().Length; - return prevTotComponentsOnSrc != _totComponentsOnSrc; - } - - // Checks if a Component that can be animated with the given animationType is attached to the src - bool Validate() - { - if (_src.animationType == DOTweenAnimationType.None) return false; - - Component srcTarget; - // First check for external plugins -#if DOTWEEN_TK2D - if (_Tk2dAnimationTypeToComponent.ContainsKey(_src.animationType)) { - foreach (Type t in _Tk2dAnimationTypeToComponent[_src.animationType]) { - srcTarget = _src.GetComponent(t); - if (srcTarget != null) { - _src.target = srcTarget; - return true; - } - } - } -#endif -#if DOTWEEN_TMP - if (_TMPAnimationTypeToComponent.ContainsKey(_src.animationType)) { - foreach (Type t in _TMPAnimationTypeToComponent[_src.animationType]) { - srcTarget = _src.GetComponent(t); - if (srcTarget != null) { - _src.target = srcTarget; - return true; - } - } - } -#endif - // Then check for regular stuff - if (_AnimationTypeToComponent.ContainsKey(_src.animationType)) { - foreach (Type t in _AnimationTypeToComponent[_src.animationType]) { - srcTarget = _src.GetComponent(t); - if (srcTarget != null) { - _src.target = srcTarget; - return true; - } - } - } - return false; - } - - DOTweenAnimationType AnimationToDOTweenAnimationType(string animation) - { - if (_datString == null) _datString = Enum.GetNames(typeof(DOTweenAnimationType)); - animation = animation.Replace("/", ""); - return (DOTweenAnimationType)(Array.IndexOf(_datString, animation)); - } - int DOTweenAnimationTypeToPopupId(DOTweenAnimationType animation) - { - return Array.IndexOf(_animationTypeNoSlashes, animation.ToString()); - } - - void GUIEndValueFloat() - { - GUILayout.BeginHorizontal(); - GUIToFromButton(); - _src.endValueFloat = EditorGUILayout.FloatField(_src.endValueFloat); - GUILayout.EndHorizontal(); - } - - void GUIEndValueColor() - { - GUILayout.BeginHorizontal(); - GUIToFromButton(); - _src.endValueColor = EditorGUILayout.ColorField(_src.endValueColor); - GUILayout.EndHorizontal(); - } - - void GUIEndValueV3() - { - GUILayout.BeginHorizontal(); - GUIToFromButton(); - _src.endValueV3 = EditorGUILayout.Vector3Field("", _src.endValueV3, GUILayout.Height(16)); - GUILayout.EndHorizontal(); - } - - void GUIEndValueString() - { - GUILayout.BeginHorizontal(); - GUIToFromButton(); - _src.endValueString = EditorGUILayout.TextArea(_src.endValueString, EditorGUIUtils.wordWrapTextArea); - GUILayout.EndHorizontal(); - } - - void GUIEndValueRect() - { - GUILayout.BeginHorizontal(); - GUIToFromButton(); - _src.endValueRect = EditorGUILayout.RectField(_src.endValueRect); - GUILayout.EndHorizontal(); - } - - void GUIToFromButton() - { - if (GUILayout.Button(_src.isFrom ? "FROM" : "TO", EditorGUIUtils.sideBtStyle, GUILayout.Width(100))) _src.isFrom = !_src.isFrom; - GUILayout.Space(16); - } - } +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2015/03/12 16:03 + +using System; +using System.Collections.Generic; +using System.IO; +using DG.DemiEditor; +using DG.DOTweenEditor.Core; +using DG.Tweening; +using DG.Tweening.Core; +using UnityEditor; +using UnityEngine; +using UnityEngine.UI; + +#if DOTWEEN_TMP + using TMPro; +#endif + +namespace DG.DOTweenEditor +{ + [CustomEditor(typeof(DOTweenAnimation))] + public class DOTweenAnimationInspector : ABSAnimationInspector + { + static readonly Dictionary _AnimationTypeToComponent = new Dictionary() { + { DOTweenAnimationType.Move, new[] { typeof(Rigidbody), typeof(Rigidbody2D), typeof(RectTransform), typeof(Transform) } }, + { DOTweenAnimationType.LocalMove, new[] { typeof(Transform) } }, + { DOTweenAnimationType.Rotate, new[] { typeof(Rigidbody), typeof(Rigidbody2D), typeof(Transform) } }, + { DOTweenAnimationType.LocalRotate, new[] { typeof(Transform) } }, + { DOTweenAnimationType.Scale, new[] { typeof(Transform) } }, + { DOTweenAnimationType.Color, new[] { typeof(SpriteRenderer), typeof(Renderer), typeof(Image), typeof(Text) } }, + { DOTweenAnimationType.Fade, new[] { typeof(SpriteRenderer), typeof(Renderer), typeof(Image), typeof(Text) } }, + { DOTweenAnimationType.Text, new[] { typeof(Text) } }, + { DOTweenAnimationType.PunchPosition, new[] { typeof(RectTransform), typeof(Transform) } }, + { DOTweenAnimationType.PunchRotation, new[] { typeof(Transform) } }, + { DOTweenAnimationType.PunchScale, new[] { typeof(Transform) } }, + { DOTweenAnimationType.ShakePosition, new[] { typeof(RectTransform), typeof(Transform) } }, + { DOTweenAnimationType.ShakeRotation, new[] { typeof(Transform) } }, + { DOTweenAnimationType.ShakeScale, new[] { typeof(Transform) } }, + { DOTweenAnimationType.CameraAspect, new[] { typeof(Camera) } }, + { DOTweenAnimationType.CameraBackgroundColor, new[] { typeof(Camera) } }, + { DOTweenAnimationType.CameraFieldOfView, new[] { typeof(Camera) } }, + { DOTweenAnimationType.CameraOrthoSize, new[] { typeof(Camera) } }, + { DOTweenAnimationType.CameraPixelRect, new[] { typeof(Camera) } }, + { DOTweenAnimationType.CameraRect, new[] { typeof(Camera) } }, + }; + +#if DOTWEEN_TK2D + static readonly Dictionary _Tk2dAnimationTypeToComponent = new Dictionary() { + { DOTweenAnimationType.Color, new[] { typeof(tk2dBaseSprite), typeof(tk2dTextMesh) } }, + { DOTweenAnimationType.Fade, new[] { typeof(tk2dBaseSprite), typeof(tk2dTextMesh) } }, + { DOTweenAnimationType.Text, new[] { typeof(tk2dTextMesh) } } + }; +#endif +#if DOTWEEN_TMP + static readonly Dictionary _TMPAnimationTypeToComponent = new Dictionary() { + { DOTweenAnimationType.Color, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } }, + { DOTweenAnimationType.Fade, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } }, + { DOTweenAnimationType.Text, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } } + }; +#endif + + static readonly string[] _AnimationType = new[] { + "None", + "Move", "LocalMove", + "Rotate", "LocalRotate", + "Scale", + "Color", "Fade", + "Text", + "Punch/Position", "Punch/Rotation", "Punch/Scale", + "Shake/Position", "Shake/Rotation", "Shake/Scale", + "Camera/Aspect", "Camera/BackgroundColor", "Camera/FieldOfView", "Camera/OrthoSize", "Camera/PixelRect", "Camera/Rect" + }; + static string[] _animationTypeNoSlashes; // _AnimationType list without slashes in values + static string[] _datString; // String representation of DOTweenAnimation enum (here for caching reasons) + + DOTweenAnimation _src; + bool _runtimeEditMode; // If TRUE allows to change and save stuff at runtime + int _totComponentsOnSrc; // Used to determine if a Component is added or removed from the source + + // =================================================================================== + // MONOBEHAVIOUR METHODS ------------------------------------------------------------- + + void OnEnable() + { + _src = target as DOTweenAnimation; + + onStartProperty = base.serializedObject.FindProperty("onStart"); + onPlayProperty = base.serializedObject.FindProperty("onPlay"); + onUpdateProperty = base.serializedObject.FindProperty("onUpdate"); + onStepCompleteProperty = base.serializedObject.FindProperty("onStepComplete"); + onCompleteProperty = base.serializedObject.FindProperty("onComplete"); + + // Convert _AnimationType to _animationTypeNoSlashes + int len = _AnimationType.Length; + _animationTypeNoSlashes = new string[len]; + for (int i = 0; i < len; ++i) { + string a = _AnimationType[i]; + a = a.Replace("/", ""); + _animationTypeNoSlashes[i] = a; + } + } + + override public void OnInspectorGUI() + { + base.OnInspectorGUI(); + + GUILayout.Space(3); + EditorGUIUtils.SetGUIStyles(); + + bool playMode = Application.isPlaying; + _runtimeEditMode = _runtimeEditMode && playMode; + + GUILayout.BeginHorizontal(); + EditorGUIUtils.InspectorLogo(); + GUILayout.Label(_src.animationType.ToString() + (string.IsNullOrEmpty(_src.id) ? "" : " [" + _src.id + "]"), EditorGUIUtils.sideLogoIconBoldLabelStyle); + // Up-down buttons + GUILayout.FlexibleSpace(); + if (GUILayout.Button("▲", DeGUI.styles.button.toolIco)) UnityEditorInternal.ComponentUtility.MoveComponentUp(_src); + if (GUILayout.Button("▼", DeGUI.styles.button.toolIco)) UnityEditorInternal.ComponentUtility.MoveComponentDown(_src); + GUILayout.EndHorizontal(); + + if (playMode) { + if (_runtimeEditMode) { + + } else { + GUILayout.Space(8); + GUILayout.Label("Animation Editor disabled while in play mode", EditorGUIUtils.wordWrapLabelStyle); + if (!_src.isActive) { + GUILayout.Label("This animation has been toggled as inactive and won't be generated", EditorGUIUtils.wordWrapLabelStyle); + GUI.enabled = false; + } + if (GUILayout.Button(new GUIContent("Activate Edit Mode", "Switches to Runtime Edit Mode, where you can change animations values and restart them"))) { + _runtimeEditMode = true; + } + GUILayout.Label("NOTE: when using DOPlayNext, the sequence is determined by the DOTweenAnimation Components order in the target GameObject's Inspector", EditorGUIUtils.wordWrapLabelStyle); + GUILayout.Space(10); + if (!_runtimeEditMode) return; + } + } + + Undo.RecordObject(_src, "DOTween Animation"); + +// _src.isValid = Validate(); // Moved down + + EditorGUIUtility.labelWidth = 120; + + if (playMode) { + GUILayout.Space(4); + DeGUILayout.Toolbar("Edit Mode Commands"); + DeGUILayout.BeginVBox(DeGUI.styles.box.stickyTop); + GUILayout.BeginHorizontal(); + if (GUILayout.Button("TogglePause")) _src.tween.TogglePause(); + if (GUILayout.Button("Rewind")) _src.tween.Rewind(); + if (GUILayout.Button("Restart")) _src.tween.Restart(); + GUILayout.EndHorizontal(); + if (GUILayout.Button("Commit changes and restart")) { + _src.tween.Rewind(); + _src.tween.Kill(); + if (_src.isValid) { + _src.CreateTween(); + _src.tween.Play(); + } + } + GUILayout.Label("To apply your changes when exiting Play mode, use the Component's upper right menu and choose \"Copy Component\", then \"Paste Component Values\" after exiting Play mode", DeGUI.styles.label.wordwrap); + DeGUILayout.EndVBox(); + } else { + bool hasManager = _src.GetComponent() != null; + if (!hasManager) { + if (GUILayout.Button(new GUIContent("Add Manager", "Adds a manager component which allows you to choose additional options for this gameObject"))) { + _src.gameObject.AddComponent(); + } + } + } + + GUILayout.BeginHorizontal(); + DOTweenAnimationType prevAnimType = _src.animationType; +// _src.animationType = (DOTweenAnimationType)EditorGUILayout.EnumPopup(_src.animationType, EditorGUIUtils.popupButton); + _src.isActive = EditorGUILayout.Toggle(new GUIContent("", "If unchecked, this animation will not be created"), _src.isActive, GUILayout.Width(16)); + GUI.enabled = _src.isActive; + _src.animationType = AnimationToDOTweenAnimationType(_AnimationType[EditorGUILayout.Popup(DOTweenAnimationTypeToPopupId(_src.animationType), _AnimationType)]); + _src.autoPlay = DeGUILayout.ToggleButton(_src.autoPlay, new GUIContent("AutoPlay", "If selected, the tween will play automatically")); + _src.autoKill = DeGUILayout.ToggleButton(_src.autoKill, new GUIContent("AutoKill", "If selected, the tween will be killed when it completes, and won't be reusable")); + GUILayout.EndHorizontal(); + if (prevAnimType != _src.animationType) { + // Set default optional values based on animation type + switch (_src.animationType) { + case DOTweenAnimationType.Move: + case DOTweenAnimationType.LocalMove: + case DOTweenAnimationType.Rotate: + case DOTweenAnimationType.LocalRotate: + case DOTweenAnimationType.Scale: + _src.endValueV3 = Vector3.zero; + _src.endValueFloat = 0; + _src.optionalBool0 = _src.animationType == DOTweenAnimationType.Scale; + break; + case DOTweenAnimationType.Color: + case DOTweenAnimationType.Fade: + _src.endValueFloat = 0; + break; + case DOTweenAnimationType.Text: + _src.optionalBool0 = true; + break; + case DOTweenAnimationType.PunchPosition: + case DOTweenAnimationType.PunchRotation: + case DOTweenAnimationType.PunchScale: + _src.endValueV3 = _src.animationType == DOTweenAnimationType.PunchRotation ? new Vector3(0,180,0) : Vector3.one; + _src.optionalFloat0 = 1; + _src.optionalInt0 = 10; + _src.optionalBool0 = false; + break; + case DOTweenAnimationType.ShakePosition: + case DOTweenAnimationType.ShakeRotation: + case DOTweenAnimationType.ShakeScale: + _src.endValueV3 = _src.animationType == DOTweenAnimationType.ShakeRotation ? new Vector3(90,90,90) : Vector3.one; + _src.optionalInt0 = 10; + _src.optionalFloat0 = 90; + _src.optionalBool0 = false; + break; + case DOTweenAnimationType.CameraAspect: + case DOTweenAnimationType.CameraFieldOfView: + case DOTweenAnimationType.CameraOrthoSize: + _src.endValueFloat = 0; + break; + case DOTweenAnimationType.CameraPixelRect: + case DOTweenAnimationType.CameraRect: + _src.endValueRect = new Rect(0, 0, 0, 0); + break; + } + } + if (_src.animationType == DOTweenAnimationType.None) { + _src.isValid = false; + if (GUI.changed) EditorUtility.SetDirty(_src); + return; + } + + if (prevAnimType != _src.animationType || ComponentsChanged()) { + _src.isValid = Validate(); + } + + if (!_src.isValid) { + GUI.color = Color.red; + GUILayout.BeginVertical(GUI.skin.box); + GUILayout.Label("No valid Component was found for the selected animation", EditorGUIUtils.wordWrapLabelStyle); + GUILayout.EndVertical(); + GUI.color = Color.white; + if (GUI.changed) EditorUtility.SetDirty(_src); + return; + } + + _src.duration = EditorGUILayout.FloatField("Duration", _src.duration); + if (_src.duration < 0) _src.duration = 0; + _src.delay = EditorGUILayout.FloatField("Delay", _src.delay); + if (_src.delay < 0) _src.delay = 0; + _src.isIndependentUpdate = EditorGUILayout.Toggle("Ignore TimeScale", _src.isIndependentUpdate); + _src.easeType = EditorGUIUtils.FilteredEasePopup(_src.easeType); + if (_src.easeType == Ease.INTERNAL_Custom) { + _src.easeCurve = EditorGUILayout.CurveField(" Ease Curve", _src.easeCurve); + } + _src.loops = EditorGUILayout.IntField(new GUIContent("Loops", "Set to -1 for infinite loops"), _src.loops); + if (_src.loops < -1) _src.loops = -1; + if (_src.loops > 1 || _src.loops == -1) + _src.loopType = (LoopType)EditorGUILayout.EnumPopup(" Loop Type", _src.loopType); + _src.id = EditorGUILayout.TextField("ID", _src.id); + + bool canBeRelative = true; + // End value and eventual specific options + switch (_src.animationType) { + case DOTweenAnimationType.Move: + case DOTweenAnimationType.LocalMove: + GUIEndValueV3(); + _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0); + break; + case DOTweenAnimationType.Rotate: + case DOTweenAnimationType.LocalRotate: + if (_src.GetComponent()) GUIEndValueFloat(); + else { + GUIEndValueV3(); + _src.optionalRotationMode = (RotateMode)EditorGUILayout.EnumPopup(" Rotation Mode", _src.optionalRotationMode); + } + break; + case DOTweenAnimationType.Scale: + if (_src.optionalBool0) GUIEndValueFloat(); + else GUIEndValueV3(); + _src.optionalBool0 = EditorGUILayout.Toggle("Uniform Scale", _src.optionalBool0); + break; + case DOTweenAnimationType.Color: + GUIEndValueColor(); + canBeRelative = false; + break; + case DOTweenAnimationType.Fade: + GUIEndValueFloat(); + if (_src.endValueFloat < 0) _src.endValueFloat = 0; + if (_src.endValueFloat > 1) _src.endValueFloat = 1; + canBeRelative = false; + break; + case DOTweenAnimationType.Text: + GUIEndValueString(); + _src.optionalBool0 = EditorGUILayout.Toggle("Rich Text Enabled", _src.optionalBool0); + _src.optionalScrambleMode = (ScrambleMode)EditorGUILayout.EnumPopup("Scramble Mode", _src.optionalScrambleMode); + _src.optionalString = EditorGUILayout.TextField(new GUIContent("Custom Scramble", "Custom characters to use in case of ScrambleMode.Custom"), _src.optionalString); + break; + case DOTweenAnimationType.PunchPosition: + case DOTweenAnimationType.PunchRotation: + case DOTweenAnimationType.PunchScale: + GUIEndValueV3(); + canBeRelative = false; + _src.optionalInt0 = EditorGUILayout.IntSlider(new GUIContent(" Vibrato", "How much will the punch vibrate"), _src.optionalInt0, 1, 50); + _src.optionalFloat0 = EditorGUILayout.Slider(new GUIContent(" Elasticity", "How much the vector will go beyond the starting position when bouncing backwards"), _src.optionalFloat0, 0, 1); + if (_src.animationType == DOTweenAnimationType.PunchPosition) _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0); + break; + case DOTweenAnimationType.ShakePosition: + case DOTweenAnimationType.ShakeRotation: + case DOTweenAnimationType.ShakeScale: + GUIEndValueV3(); + canBeRelative = false; + _src.optionalInt0 = EditorGUILayout.IntSlider(new GUIContent(" Vibrato", "How much will the shake vibrate"), _src.optionalInt0, 1, 50); + _src.optionalFloat0 = EditorGUILayout.Slider(new GUIContent(" Randomness", "The shake randomness"), _src.optionalFloat0, 0, 90); + if (_src.animationType == DOTweenAnimationType.ShakePosition) _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0); + break; + case DOTweenAnimationType.CameraAspect: + case DOTweenAnimationType.CameraFieldOfView: + case DOTweenAnimationType.CameraOrthoSize: + GUIEndValueFloat(); + canBeRelative = false; + break; + case DOTweenAnimationType.CameraBackgroundColor: + GUIEndValueColor(); + canBeRelative = false; + break; + case DOTweenAnimationType.CameraPixelRect: + case DOTweenAnimationType.CameraRect: + GUIEndValueRect(); + canBeRelative = false; + break; + } + + // Final settings + if (canBeRelative) _src.isRelative = EditorGUILayout.Toggle(" Relative", _src.isRelative); + + // Events + AnimationInspectorGUI.AnimationEvents(this, _src); + + if (GUI.changed) EditorUtility.SetDirty(_src); + } + + // Returns TRUE if the Component layout on the src gameObject changed (a Component was added or removed) + bool ComponentsChanged() + { + int prevTotComponentsOnSrc = _totComponentsOnSrc; + _totComponentsOnSrc = _src.gameObject.GetComponents().Length; + return prevTotComponentsOnSrc != _totComponentsOnSrc; + } + + // Checks if a Component that can be animated with the given animationType is attached to the src + bool Validate() + { + if (_src.animationType == DOTweenAnimationType.None) return false; + + Component srcTarget; + // First check for external plugins +#if DOTWEEN_TK2D + if (_Tk2dAnimationTypeToComponent.ContainsKey(_src.animationType)) { + foreach (Type t in _Tk2dAnimationTypeToComponent[_src.animationType]) { + srcTarget = _src.GetComponent(t); + if (srcTarget != null) { + _src.target = srcTarget; + return true; + } + } + } +#endif +#if DOTWEEN_TMP + if (_TMPAnimationTypeToComponent.ContainsKey(_src.animationType)) { + foreach (Type t in _TMPAnimationTypeToComponent[_src.animationType]) { + srcTarget = _src.GetComponent(t); + if (srcTarget != null) { + _src.target = srcTarget; + return true; + } + } + } +#endif + // Then check for regular stuff + if (_AnimationTypeToComponent.ContainsKey(_src.animationType)) { + foreach (Type t in _AnimationTypeToComponent[_src.animationType]) { + srcTarget = _src.GetComponent(t); + if (srcTarget != null) { + _src.target = srcTarget; + return true; + } + } + } + return false; + } + + DOTweenAnimationType AnimationToDOTweenAnimationType(string animation) + { + if (_datString == null) _datString = Enum.GetNames(typeof(DOTweenAnimationType)); + animation = animation.Replace("/", ""); + return (DOTweenAnimationType)(Array.IndexOf(_datString, animation)); + } + int DOTweenAnimationTypeToPopupId(DOTweenAnimationType animation) + { + return Array.IndexOf(_animationTypeNoSlashes, animation.ToString()); + } + + void GUIEndValueFloat() + { + GUILayout.BeginHorizontal(); + GUIToFromButton(); + _src.endValueFloat = EditorGUILayout.FloatField(_src.endValueFloat); + GUILayout.EndHorizontal(); + } + + void GUIEndValueColor() + { + GUILayout.BeginHorizontal(); + GUIToFromButton(); + _src.endValueColor = EditorGUILayout.ColorField(_src.endValueColor); + GUILayout.EndHorizontal(); + } + + void GUIEndValueV3() + { + GUILayout.BeginHorizontal(); + GUIToFromButton(); + _src.endValueV3 = EditorGUILayout.Vector3Field("", _src.endValueV3, GUILayout.Height(16)); + GUILayout.EndHorizontal(); + } + + void GUIEndValueString() + { + GUILayout.BeginHorizontal(); + GUIToFromButton(); + _src.endValueString = EditorGUILayout.TextArea(_src.endValueString, EditorGUIUtils.wordWrapTextArea); + GUILayout.EndHorizontal(); + } + + void GUIEndValueRect() + { + GUILayout.BeginHorizontal(); + GUIToFromButton(); + _src.endValueRect = EditorGUILayout.RectField(_src.endValueRect); + GUILayout.EndHorizontal(); + } + + void GUIToFromButton() + { + if (GUILayout.Button(_src.isFrom ? "FROM" : "TO", EditorGUIUtils.sideBtStyle, GUILayout.Width(100))) _src.isFrom = !_src.isFrom; + GUILayout.Space(16); + } + } } \ No newline at end of file diff --git a/Assets/ThirdParty/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML b/Assets/ThirdParty/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML index ad80aef0..472ed4b5 100644 --- a/Assets/ThirdParty/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML +++ b/Assets/ThirdParty/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML @@ -1,18 +1,18 @@ - - - - DOTweenProEditor - - - - - Custom colors - - - - - Needs to be overridden in order to initialize new styles added from inherited classes - - - - + + + + DOTweenProEditor + + + + + Custom colors + + + + + Needs to be overridden in order to initialize new styles added from inherited classes + + + + diff --git a/Assets/ThirdParty/Demigiant/DOTweenPro/readme.txt b/Assets/ThirdParty/Demigiant/DOTweenPro/readme.txt index 50f25c71..8c5df374 100644 --- a/Assets/ThirdParty/Demigiant/DOTweenPro/readme.txt +++ b/Assets/ThirdParty/Demigiant/DOTweenPro/readme.txt @@ -1,25 +1,25 @@ -DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant - -// GET STARTED ////////////////////////////////////////////// - -- After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version. -Do this AFTER you have imported other plugins, so they will be recognized and if DOTween has additional features for those plugins they will be imported. - -// VISUAL SCRIPTING (PRO ONLY) -- To animate a gameObject, select it and choose "Add Component > DOTween > DOTween Animation" -- To animate a gameObject along a path, select it and choose "Add Component > DOTween > DOTween Path" - -// SCRIPTING -- In your code, add "using DG.Tweening" to each class where you want to use DOTween. -- You're ready to tween. Check out the links below for full documentation and license info. - - -// LINKS /////////////////////////////////////////////////////// - -DOTween website (documentation, examples, etc): http://dotween.demigiant.com -DOTween license: http://dotween.demigiant.com/license.php -DOTween repository (Google Code): https://code.google.com/p/dotween/ - -// NOTES ////////////////////////////////////////////////////// - +DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant + +// GET STARTED ////////////////////////////////////////////// + +- After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version. +Do this AFTER you have imported other plugins, so they will be recognized and if DOTween has additional features for those plugins they will be imported. + +// VISUAL SCRIPTING (PRO ONLY) +- To animate a gameObject, select it and choose "Add Component > DOTween > DOTween Animation" +- To animate a gameObject along a path, select it and choose "Add Component > DOTween > DOTween Path" + +// SCRIPTING +- In your code, add "using DG.Tweening" to each class where you want to use DOTween. +- You're ready to tween. Check out the links below for full documentation and license info. + + +// LINKS /////////////////////////////////////////////////////// + +DOTween website (documentation, examples, etc): http://dotween.demigiant.com +DOTween license: http://dotween.demigiant.com/license.php +DOTween repository (Google Code): https://code.google.com/p/dotween/ + +// NOTES ////////////////////////////////////////////////////// + - DOTween's Utility Panel can be found under "Tools > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences \ No newline at end of file diff --git a/Assets/ThirdParty/Demigiant/DemiLib/DemiLib.xml b/Assets/ThirdParty/Demigiant/DemiLib/DemiLib.xml index 16204c74..99e8b59b 100644 --- a/Assets/ThirdParty/Demigiant/DemiLib/DemiLib.xml +++ b/Assets/ThirdParty/Demigiant/DemiLib/DemiLib.xml @@ -1,36 +1,36 @@ - - - - DemiLib - - - - - Set when calling DeGUI.BeginGUI - - - - - Stores a color palette, which can be passed to default DeGUI layouts when calling DeGUI.BeginGUI, - and changed at any time by calling DeGUI.ChangePalette. - You can inherit from this class to create custom color palettes with more color options. - - - - - Background colors - - - - - Content colors - - - - - Contains both free and pro skins color variations, - and automatically returns the correct one when converted to Color - - - - + + + + DemiLib + + + + + Set when calling DeGUI.BeginGUI + + + + + Stores a color palette, which can be passed to default DeGUI layouts when calling DeGUI.BeginGUI, + and changed at any time by calling DeGUI.ChangePalette. + You can inherit from this class to create custom color palettes with more color options. + + + + + Background colors + + + + + Content colors + + + + + Contains both free and pro skins color variations, + and automatically returns the correct one when converted to Color + + + + diff --git a/Assets/ThirdParty/Demigiant/DemiLib/Editor/DemiEditor.XML b/Assets/ThirdParty/Demigiant/DemiLib/Editor/DemiEditor.XML index b8a78924..ed9a4e5e 100644 --- a/Assets/ThirdParty/Demigiant/DemiLib/Editor/DemiEditor.XML +++ b/Assets/ThirdParty/Demigiant/DemiLib/Editor/DemiEditor.XML @@ -1,310 +1,310 @@ - - - - DemiEditor - - - - - Texture extensions - - - - - Checks that the texture uses the correct import settings, and applies them if they're incorrect. - - - - - Global Demigiant GUI manager - - - - - Default color palette - - - - - Default style palette - - - - - TRUE if we're using the PRO skin - - - - - Call this at the beginning of GUI methods - - - - - - Changes the active palettes to the given ones - (or resets them to the default ones if NULL) - - - - - GUI extension methods - - - - - Clones the style and adds the given formats to it - - - - - Adds the given formats to the style - - - - - Sets the border of the style - - - - - Sets the border of the style - - - - - Sets the background of the style - - - - - Sets the contentOffset of the style - - - - - Sets the X contentOffset of the style - - - - - Sets the Y contentOffset of the style - - - - - Sets the margin of the style - - - - - Sets the margin of the style - - - - - Sets the left margin of the style - - - - - Sets the right margin of the style - - - - - Sets the top margin of the style - - - - - Sets the bottom margin of the style - - - - - Sets the padding of the style - - - - - Sets the padding of the style - - - - - Sets the left padding of the style - - - - - Sets the right padding of the style - - - - - Sets the top padding of the style - - - - - Sets the bottom padding of the style - - - - - Sets the Y fixedWidth of the style - - - - - Sets the fixedHeight of the style - - - - - Sets the stretchHeight property of the style - - - - - Sets the stretchWidth property of the style - - - - - Assembly extensions - - - - AssetDatabase path to the assembly directory, without final slash - - - - File utils - - - - Path slash for AssetDatabase format - - - Path slash to replace for AssetDatabase format - - - Current OS path slash - - - Path slash to replace on current OS - - - - Stores a GUIStyle palette, which can be passed to default DeGUI layouts when calling DeGUI.BeginGUI, - and changed at any time by calling DeGUI.ChangePalette. - You can inherit from this class to create custom GUIStyle palettes with more options. - Each of the sub-options require a public Init method to initialize the styles, which will be called via Reflection. - - - - - Called automatically by DeGUI.BeginGUI. - Override when adding new style subclasses. - - - - - Extend any custom subpalettes from this, so they will be initialized correctly - - - - - GUILayout methods - - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - Button that can be toggled on and off - - - Toolbar foldout button - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - Button that can be toggled on and off - - - Begins an horizontal toolbar layout - - - Begins an horizontal toolbar layout - - - Begins an horizontal toolbar layout - - - Begins an horizontal toolbar layout - - - Ends an horizontal toolbar layout - - - A toolbar with a label - - - A toolbar with a label - - - A toolbar with a label - - - A toolbar with a label - - - A toolbar with a label - - - A toolbar with a label - - - Vertical box layout with style and color options - - - Vertical box layout with style and color options - - - End vertical box layout - - - Divider - - - - Contains both free and pro skins GUIStyle variations, - and automatically returns the correct one when converted to GUIStyle - - - - + + + + DemiEditor + + + + + Texture extensions + + + + + Checks that the texture uses the correct import settings, and applies them if they're incorrect. + + + + + Global Demigiant GUI manager + + + + + Default color palette + + + + + Default style palette + + + + + TRUE if we're using the PRO skin + + + + + Call this at the beginning of GUI methods + + + + + + Changes the active palettes to the given ones + (or resets them to the default ones if NULL) + + + + + GUI extension methods + + + + + Clones the style and adds the given formats to it + + + + + Adds the given formats to the style + + + + + Sets the border of the style + + + + + Sets the border of the style + + + + + Sets the background of the style + + + + + Sets the contentOffset of the style + + + + + Sets the X contentOffset of the style + + + + + Sets the Y contentOffset of the style + + + + + Sets the margin of the style + + + + + Sets the margin of the style + + + + + Sets the left margin of the style + + + + + Sets the right margin of the style + + + + + Sets the top margin of the style + + + + + Sets the bottom margin of the style + + + + + Sets the padding of the style + + + + + Sets the padding of the style + + + + + Sets the left padding of the style + + + + + Sets the right padding of the style + + + + + Sets the top padding of the style + + + + + Sets the bottom padding of the style + + + + + Sets the Y fixedWidth of the style + + + + + Sets the fixedHeight of the style + + + + + Sets the stretchHeight property of the style + + + + + Sets the stretchWidth property of the style + + + + + Assembly extensions + + + + AssetDatabase path to the assembly directory, without final slash + + + + File utils + + + + Path slash for AssetDatabase format + + + Path slash to replace for AssetDatabase format + + + Current OS path slash + + + Path slash to replace on current OS + + + + Stores a GUIStyle palette, which can be passed to default DeGUI layouts when calling DeGUI.BeginGUI, + and changed at any time by calling DeGUI.ChangePalette. + You can inherit from this class to create custom GUIStyle palettes with more options. + Each of the sub-options require a public Init method to initialize the styles, which will be called via Reflection. + + + + + Called automatically by DeGUI.BeginGUI. + Override when adding new style subclasses. + + + + + Extend any custom subpalettes from this, so they will be initialized correctly + + + + + GUILayout methods + + + + Button that can be toggled on and off + + + Button that can be toggled on and off + + + Button that can be toggled on and off + + + Button that can be toggled on and off + Button that can be toggled on and off + + + Toolbar foldout button + + + Button that can be toggled on and off + + + Button that can be toggled on and off + + + Button that can be toggled on and off + + + Button that can be toggled on and off + + + Button that can be toggled on and off + + + Button that can be toggled on and off + Button that can be toggled on and off + + + Begins an horizontal toolbar layout + + + Begins an horizontal toolbar layout + + + Begins an horizontal toolbar layout + + + Begins an horizontal toolbar layout + + + Ends an horizontal toolbar layout + + + A toolbar with a label + + + A toolbar with a label + + + A toolbar with a label + + + A toolbar with a label + + + A toolbar with a label + + + A toolbar with a label + + + Vertical box layout with style and color options + + + Vertical box layout with style and color options + + + End vertical box layout + + + Divider + + + + Contains both free and pro skins GUIStyle variations, + and automatically returns the correct one when converted to GUIStyle + + + + diff --git a/Assets/ThirdParty/Demigiant/readme_DOTweenPro.txt b/Assets/ThirdParty/Demigiant/readme_DOTweenPro.txt index 40a976f5..54c4badf 100644 --- a/Assets/ThirdParty/Demigiant/readme_DOTweenPro.txt +++ b/Assets/ThirdParty/Demigiant/readme_DOTweenPro.txt @@ -1,24 +1,24 @@ -DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant - -// GET STARTED ////////////////////////////////////////////// - -- After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version. - -// VISUAL SCRIPTING (PRO ONLY) -- To animate a gameObject, select it and choose "Add Component > DOTween > DOTween Animation" -- To animate a gameObject along a path, select it and choose "Add Component > DOTween > DOTween Path" - -// SCRIPTING -- In your code, add "using DG.Tweening" to each class where you want to use DOTween. -- You're ready to tween. Check out the links below for full documentation and license info. - - -// LINKS /////////////////////////////////////////////////////// - -DOTween website (documentation, examples, etc): http://dotween.demigiant.com -DOTween license: http://dotween.demigiant.com/license.php -DOTween repository (Google Code): https://code.google.com/p/dotween/ - -// NOTES ////////////////////////////////////////////////////// - +DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant + +// GET STARTED ////////////////////////////////////////////// + +- After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version. + +// VISUAL SCRIPTING (PRO ONLY) +- To animate a gameObject, select it and choose "Add Component > DOTween > DOTween Animation" +- To animate a gameObject along a path, select it and choose "Add Component > DOTween > DOTween Path" + +// SCRIPTING +- In your code, add "using DG.Tweening" to each class where you want to use DOTween. +- You're ready to tween. Check out the links below for full documentation and license info. + + +// LINKS /////////////////////////////////////////////////////// + +DOTween website (documentation, examples, etc): http://dotween.demigiant.com +DOTween license: http://dotween.demigiant.com/license.php +DOTween repository (Google Code): https://code.google.com/p/dotween/ + +// NOTES ////////////////////////////////////////////////////// + - DOTween's Utility Panel can be found under "Tools > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences \ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/UMotionManual.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/UMotionManual.html index 6ab84240..a2959aec 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/UMotionManual.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/UMotionManual.html @@ -1,230 +1,230 @@ - - - - - - UMotion Manual - UMotion Manual - - - - - -
- - -
-
-

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 Manual - UMotion Manual + + + + + +
+ + +
+
+

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 Manual

Use UMotion to create animations right inside the Unity Editor. Animate in edit mode or during play mode.

This manual will help you to learn how to use UMotion. You can read it from the start to the finish, or use it as a reference.
There are help buttons spread across the whole UI that link to the related manual section.

Learn how to use UMotion by watching the Video Tutorials.

Compatibility

UMotion is compatible with Unity 2017.4 and above. There may be known issues depending on the used Unity versions: Known Issues

Features with the following lable are exclusive to UMotion Professional users. Professional

When the Manual is asking for a Context Click it means a right click on Windows or Control + Click on Mac.

Abbreviations

@@ -268,12 +268,12 @@ -
Unity Blog - Mecanim Humanoids A detailed blog post about Humanoids and retargeting. A must read when working with Humanoid animations.

Need Help?

You got stuck or think you discovered a bug? Please check out the support section of the manual: Support / FAQ

-
-

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

-

Unity Forum Thread | Facebook | Twitter | Youtube

-
-
-
- - +

Need Help?

You got stuck or think you discovered a bug? Please check out the support section of the manual: Support / FAQ

+
+

Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

+

Unity Forum Thread | Facebook | Twitter | Youtube

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/AnimatedPropertiesList.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/AnimatedPropertiesList.html index d4dc6cd5..30739e99 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/AnimatedPropertiesList.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/AnimatedPropertiesList.html @@ -1,238 +1,238 @@ - - - - - - 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.

+ + + + + + 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

+

Context Menu

Animated Property Context Menu

@@ -254,14 +254,14 @@ -
Menu ItemSelect in Scene Selects 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

-
-
-
- - +

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

+
+
+
+ + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Animation.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Animation.html index a00e5838..9665491d 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Animation.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Animation.html @@ -1,231 +1,231 @@ - - - - - - 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.

+ + + + + + 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:

@@ -255,7 +255,7 @@ -
Menu ItemKey Constraints Only 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.

+

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.

@@ -323,12 +323,12 @@ -
FilterGenerate Automatically 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

-
-
-
- - + +
+

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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Channels.html index 3ef17858..db3ed02f 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Channels.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Channels.html @@ -1,236 +1,236 @@ - - - - - - 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. - -
-
-
-
-
+ + + + + + 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:

@@ -260,12 +260,12 @@ -
Menu ItemSelect Property Keys in Clip Editor Selects 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

-
-
-
- - + +
+

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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ChildOf.html index cc8a3503..714cece7 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ChildOf.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ChildOf.html @@ -1,234 +1,234 @@ - - - - - - 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

+ + + + + + 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

@@ -256,12 +256,12 @@ -
UI ElementIK Pinned This 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

-
-
-
- - + +
+

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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipEditor.html index f6746e01..632b1a92 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipEditor.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipEditor.html @@ -1,237 +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

-
-
-
- - + + + + + + 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/ClipSettings.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipSettings.html index 25c21f61..a62debc6 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipSettings.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ClipSettings.html @@ -1,231 +1,231 @@ - - - - - - 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

+ + + + + + 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

@@ -263,12 +263,12 @@ -
UI ElementRoot Transform Position (XZ) - Bake Into Pose Bakes 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

-
-
-
- - + +
+

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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigDisplay.html index 19dba1d3..393d45f5 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigDisplay.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigDisplay.html @@ -1,231 +1,231 @@ - - - - - - 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.

+ + + + + + 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

@@ -263,12 +263,12 @@ -
UI ElementTool Assistant Shows/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

-
-
-
- - + +
+

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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigMode.html index 0927a8c1..32e05b25 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigMode.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ConfigMode.html @@ -1,238 +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. - -
-
-
-
-
+ + + + + + 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

-
-
-
- - +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/Configuration.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Configuration.html index ac3088fc..6eff8454 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Configuration.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Configuration.html @@ -1,231 +1,231 @@ - - - - - - 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.

+ + + + + + 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

@@ -282,7 +282,7 @@ -
UI ElementSave Reference Pose Saves 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).

+

Properties

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

Config Mode - Properties

@@ -342,13 +342,13 @@ -
UI ElementDefines 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

-
-
-
- - +

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/Constraints.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Constraints.html index e7721543..10c19e20 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Constraints.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Constraints.html @@ -1,236 +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

-
-
-
- - + + + + + + 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/Credits.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Credits.html index e55f10b3..6a5ce8f2 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Credits.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Credits.html @@ -1,230 +1,230 @@ - - - - - - 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. - -
-
-
-
-
+ + + + + + 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) @@ -267,12 +267,12 @@
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

-
-
-
- - +
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/Curves.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Curves.html index bb352472..7528b635 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Curves.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Curves.html @@ -1,242 +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

+ + + + + + 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

-
-
-
- - +

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/CustomProperty.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html index 300208c4..60a0bc41 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/CustomProperty.html @@ -1,236 +1,236 @@ - - - - - - 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. - -
-
-
-
-
+ + + + + + 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 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

@@ -269,7 +269,7 @@
  • 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

    +

    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 Element
    @@ -299,7 +299,7 @@ -
    UI ElementInput Min/Max Only 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

    +

    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

    @@ -317,12 +317,12 @@ -
    UI ElementInput Min/Max Only 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

    -
    -
    -
    - - +

    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/Dopesheet.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Dopesheet.html index 8114d0f1..4202f1bc 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Dopesheet.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Dopesheet.html @@ -1,236 +1,236 @@ - - - - - - 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.

    + + + + + + 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).

    +

    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

    @@ -260,12 +260,12 @@ -
    UI ElementAdd New Adds 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

    -
    -
    -
    - - +

    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/DopesheetCurves.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/DopesheetCurves.html index fc05467d..66e55012 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/DopesheetCurves.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/DopesheetCurves.html @@ -1,231 +1,231 @@ - - - - - - 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

    + + + + + + 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. @@ -379,12 +379,12 @@ Select and Set Frame Cursor Selects 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

      -
      -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/EditInPlayMode.html index 46159d2b..e6cfcfce 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/EditInPlayMode.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/EditInPlayMode.html @@ -1,241 +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. - -
    -
    -
    -
    -
    + + + + + + 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

    -
    -
    -
    - - +

    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/ExportingAnimationsFAQ.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ExportingAnimationsFAQ.html index c236ad09..a88728af 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ExportingAnimationsFAQ.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ExportingAnimationsFAQ.html @@ -1,230 +1,230 @@ - - - - - - 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. - -
    -
    -
    -
    -
    + + + + + + 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:

    +

    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).
    • @@ -249,11 +249,11 @@
    • 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: @@ -266,7 +266,7 @@

      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:

    +

    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":

    @@ -315,13 +315,13 @@ The humanoid animation system abstracts the animation data in such a way, that i 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

    -
    - - - - +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/FKtoIKConversion.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/FKtoIKConversion.html index b519d285..f2351b42 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/FKtoIKConversion.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/FKtoIKConversion.html @@ -1,242 +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

    + + + + + + 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

    -
    -
    -
    - - +

    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/GeneralTutorials.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GeneralTutorials.html index 08ddca64..e3b509c3 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GeneralTutorials.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GeneralTutorials.html @@ -1,236 +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

    -
    -
    -
    - - + + + + + + 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/GettingStarted.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GettingStarted.html index 4334eb7c..85ee7aff 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GettingStarted.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/GettingStarted.html @@ -1,230 +1,230 @@ - - - - - - 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. - -
    -
    -
    -
    -
    + + + + + + 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 @@ -234,20 +234,20 @@ 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.

    +

    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

    -
    -
    -
    - - +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/HowToCreateBetterAnimations.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/HowToCreateBetterAnimations.html index 23291ff4..d3f75010 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/HowToCreateBetterAnimations.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/HowToCreateBetterAnimations.html @@ -1,236 +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

    -
    -
    -
    - - + + + + + + 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/IKSetupWizard.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/IKSetupWizard.html index 104a13fb..a6b1bdc6 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/IKSetupWizard.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/IKSetupWizard.html @@ -1,239 +1,239 @@ - - - - - - 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.

    + + + + + + 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.

    Humanoid
    - - -
    +

    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.

    +

    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

    @@ -278,7 +278,7 @@ -
    ItemTarget Rotation The 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.

    +

    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

    @@ -328,12 +328,12 @@ -
    ItemTarget Rotation The 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

    -
    -
    -
    - - +
    +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ImportExport.html index 63cd1fc0..d746d8ad 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ImportExport.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ImportExport.html @@ -1,230 +1,230 @@ - - - - - - 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. - -
    -
    -
    -
    -
    + + + + + + 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.

    @@ -286,7 +286,7 @@
    Feature

    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.

    +

    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

    @@ -350,7 +350,7 @@ -
    UI ElementImport Imports 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.

    +

    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.

    @@ -385,12 +385,12 @@
  • 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

    -
    - - - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice.html index f40ff2c0..239ae42f 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice.html @@ -1,236 +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

    -
    -
    -
    - - + + + + + + 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/InPractice1.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice1.html index 51d8446a..cbb54e4a 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice1.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice1.html @@ -1,231 +1,231 @@ - - - - - - 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.

    + + + + + + 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.

    -
    -

    Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

    -

    Unity Forum Thread | Facebook | Twitter | Youtube

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice2.html index e7909aed..22dea0eb 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice2.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice2.html @@ -1,231 +1,231 @@ - - - - - - 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.

    + + + + + + 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.

    -
    -

    Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

    -

    Unity Forum Thread | Facebook | Twitter | Youtube

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice3.html index 288d794d..bef7cf62 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice3.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice3.html @@ -1,231 +1,231 @@ - - - - - - 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.

    + + + + + + 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.

    -
    -

    Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

    -

    Unity Forum Thread | Facebook | Twitter | Youtube

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice4.html index e5faff24..cdb61a1c 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice4.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InPractice4.html @@ -1,231 +1,231 @@ - - - - - - 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.

    + + + + + + 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Introduction.html index e102924d..15b55724 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Introduction.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Introduction.html @@ -1,230 +1,230 @@ - - - - - - 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. - -
    -
    -
    -
    -
    + + + + + + 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.
    • @@ -237,12 +237,12 @@
    • 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html index f1d11ff3..c87e3218 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html @@ -1,236 +1,236 @@ - - - - - - UMotion Manual - Inverse Kinematics - - - - - -
    - - -
    -
    -

    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 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

    +

    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

    @@ -301,12 +301,12 @@ -
    UI ElementPole Rotation This 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam.html index fbf6c209..a1a91d00 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam.html @@ -1,236 +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

    -
    -
    -
    - - + + + + + + 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/Jayanam1.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam1.html index 681792f6..0d919103 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam1.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Jayanam1.html @@ -1,241 +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.

    + + + + + + 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/KnownIssues.html index fe7f1b23..c3450c1f 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/KnownIssues.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/KnownIssues.html @@ -1,236 +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

    -
    -
    -
    - - + + + + + + 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/Layers.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Layers.html index 8482347c..14d4c906 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Layers.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Layers.html @@ -1,231 +1,231 @@ - - - - - - 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,...

    + + + + + + 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.

    @@ -283,12 +283,12 @@
  • FK/IK Blend (Inverse Kinematics Constraint)
  • Parent (Child-Of Constraint)
  • IK Pinning (Child-Of Constraint)
  • -

    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

    -
    - - - - +

    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/Lesson1.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson1.html index 662d4318..79cb483b 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson1.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson1.html @@ -1,242 +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.

    + + + + + + 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson2.html index e8d2ab0d..c2eb8685 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson2.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson2.html @@ -1,239 +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.

    + + + + + + 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson3.html index 9905a6b5..d0130c8f 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson3.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson3.html @@ -1,239 +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.

    + + + + + + 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson4.html index 1ace0a63..9760f8ae 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson4.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson4.html @@ -1,240 +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.

    + + + + + + 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson5.html index 0d4ba3bb..0be816a5 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson5.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson5.html @@ -1,240 +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.

    + + + + + + 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson6.html index 52168e60..2e3e7437 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson6.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson6.html @@ -1,240 +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.

    + + + + + + 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

    -
    -
    -
    - - +

    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/Lesson7.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson7.html index ee8c8dba..d2d511d2 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson7.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson7.html @@ -1,240 +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.

    + + + + + + 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

    -
    -
    -
    - - +

    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/Lesson8.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson8.html index 0c330981..544c6d42 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson8.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson8.html @@ -1,239 +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. - -
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      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. - -
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        1. Project Settings
        2. - -
        3. Clip Settings
        4. -
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      11. Animated Properties List
      12. - -
      13. Root Motion
      14. - -
      15. Rotation Modes
      16. - -
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          -
        1. Dopesheet
        2. - -
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        4. -
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      20. - -
      21. Layers
      22. -
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          2. - -
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          4. -
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        6. -
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        1. Tools
        2. - -
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        10. -
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        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.

    + + + + + + 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson9.html index 503b4ac8..fe9959c7 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson9.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Lesson9.html @@ -1,241 +1,241 @@ - - - - - - UMotion Manual - 9) Pose Mirroring - - - - - -
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    Version: 1.22p03

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    - UMotion Manual -
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      - -
    1. UMotion Manual
    2. - -
    3. Introduction & Tips
    4. - -
    5. Getting Started
    6. - -
    7. - -
        -
      1. - -
          -
        1. Quick Start Tutorial
        2. - -
        3. 1) Installation & First Steps
        4. - -
        5. 2) Pose Editing
        6. - -
        7. 3) Clip Editor
        8. - -
        9. 4) Curves & Rotation Modes
        10. - -
        11. 5) Config Mode
        12. - -
        13. 6) Export Animations
        14. - -
        15. 7) Root Motion
        16. - -
        17. 8) Animation Events
        18. - -
        19. 9) Pose Mirroring
        20. -
        -
      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.

    + + + + + + 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MainNavigation.html index f574815f..09a84c8e 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MainNavigation.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MainNavigation.html @@ -1,231 +1,231 @@ - - - - - - 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.

    + + + + + + 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 Element
    @@ -271,12 +271,12 @@ -
    UI Element 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBar.html index c0deeeab..167712cc 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBar.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBar.html @@ -1,237 +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

    -
    -
    -
    - - + + + + + + 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/MenuBarEdit.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarEdit.html index 87c0b901..f8c6744f 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarEdit.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarEdit.html @@ -1,231 +1,231 @@ - - - - - - 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

    + + + + + + 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

    @@ -271,12 +271,12 @@ -
    Menu ItemPreferences Opens the preferences dialog window.
    -
    -

    Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

    -

    Unity Forum Thread | Facebook | Twitter | Youtube

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarFile.html index 56aaee51..3b684ddb 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarFile.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarFile.html @@ -1,231 +1,231 @@ - - - - - - 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

    + + + + + + 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

    @@ -271,13 +271,13 @@ -
    Menu ItemExport All Clips Exports 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

    -
    -
    -
    - - +

    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/MenuBarHelp.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarHelp.html index f45e5361..cd97e2d4 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarHelp.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MenuBarHelp.html @@ -1,231 +1,231 @@ - - - - - - UMotion Manual - Help - - - - - -
    - - -
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    -

    Version: 1.22p03

    -
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    - 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. -
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      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. -
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      2. - -
      3. - -
          -
        1. Tools
        2. - -
        3. Channels
        4. - -
        5. Selection
        6. - -
        7. Display
        8. - -
        9. Animation
        10. -
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      4. - -
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          -
        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

    + + + + + + 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

    @@ -243,12 +243,12 @@ -
    Menu ItemUMotion Support Opens the UMotion support page with the default browser.
    -
    -

    Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

    -

    Unity Forum Thread | Facebook | Twitter | Youtube

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MirrorMapping.html index 4954da03..1226e7ef 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MirrorMapping.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/MirrorMapping.html @@ -1,231 +1,231 @@ - - - - - - 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.

    + + + + + + 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.

    @@ -255,12 +255,12 @@ -
    ButtonAuto Configure All Automatically 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Options.html index ab6be3ea..68859610 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Options.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Options.html @@ -1,231 +1,231 @@ - - - - - - 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.

    + + + + + + 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

    @@ -272,7 +272,7 @@
    UI ElementResets 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.

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

    Options - Extending UMotion

    @@ -294,12 +294,12 @@

    This functionality is only available in projects of type Humanoid. -
    UI Element

    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

    -
    -
    -
    - - +

    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/Playback.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Playback.html index 6ca84262..7282dc4d 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Playback.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Playback.html @@ -1,231 +1,231 @@ - - - - - - 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.

    + + + + + + 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

    @@ -283,12 +283,12 @@ -
    UI Element 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseDisplay.html index ef83b2be..4296895d 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseDisplay.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseDisplay.html @@ -1,231 +1,231 @@ - - - - - - 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.

    + + + + + + 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

    @@ -269,12 +269,12 @@ -
    UI ElementTool Assistant Shows/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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseEditor.html index 932a7cfa..53bca653 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseEditor.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseEditor.html @@ -1,232 +1,232 @@ - - - - - - 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. - -
    -
    -
    -
    -
    + + + + + + 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

    @@ -253,7 +253,7 @@

    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.

    @@ -274,12 +274,12 @@

    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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseMode.html index f72a8f33..166d064f 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseMode.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/PoseMode.html @@ -1,236 +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

    -
    -
    -
    - - + + + + + + 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/Preferences.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Preferences.html index 3bd9ec94..b246e999 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Preferences.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Preferences.html @@ -1,231 +1,231 @@ - - - - - - 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.

    + + + + + + 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
    • @@ -239,7 +239,7 @@ Key By 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. @@ -256,7 +256,7 @@ OK Closes this window. -

      Settings

      All global UMotion settings can be changed in this tab.

      +

      Settings

      All global UMotion settings can be changed in this tab.

      Preferences Window - Settings

      @@ -294,12 +294,12 @@ -
      UI ElementDelete Backups After Backups older than the defined number of hours are automatically deleted.
      -
      -

      Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

      -

      Unity Forum Thread | Facebook | Twitter | Youtube

      -
      -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson1.html index 1f46e16f..8020450a 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson1.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson1.html @@ -1,240 +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.

    + + + + + + 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson2.html index 3c31bdc8..eb0feb2a 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson2.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson2.html @@ -1,239 +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.

    + + + + + + 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson3.html index 6c8bc483..3ae1f9c3 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson3.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson3.html @@ -1,240 +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.

    + + + + + + 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson4.html index f61742ea..8d5d3592 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson4.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson4.html @@ -1,239 +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.

    + + + + + + 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson5.html index 276a1ec4..867932ab 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson5.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProLesson5.html @@ -1,241 +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.

    + + + + + + 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProfessionalExclusive.html index 4c0620cd..5847ca13 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProfessionalExclusive.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProfessionalExclusive.html @@ -1,236 +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

    -
    -
    -
    - - + + + + + + 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/ProjectSettings.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProjectSettings.html index 9a2d60f7..aacca7c8 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProjectSettings.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ProjectSettings.html @@ -1,231 +1,231 @@ - - - - - - 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

    + + + + + + 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

    @@ -317,12 +317,12 @@ -
    UI Element
    -
    -

    Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

    -

    Unity Forum Thread | Facebook | Twitter | Youtube

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/QuickStart.html index 7af3a1cb..2432732b 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/QuickStart.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/QuickStart.html @@ -1,240 +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. - -
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      1. - -
          -
        1. - -
            -
          1. IK Setup Wizard
          2. - -
          3. Mirror Mapping
          4. -
          -
        2. - -
        3. Configuration
        4. - -
        5. Display
        6. -
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      2. - -
      3. - -
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        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.

    + + + + + + 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ReleaseNotes.html index a494fab6..a5831cbc 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ReleaseNotes.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ReleaseNotes.html @@ -1,1034 +1,1034 @@ - - - - - - UMotion Manual - Release Notes - - - - - -
    - - -
    -
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    Version: 1.22p03

    -
    -
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    -
    - 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. -
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      8. -
      -
    8. - -
    9. How to create better animations
    10. - -
    11. - -
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      1. - -
          -
        1. File
        2. - -
        3. Edit
        4. - -
        5. Help
        6. -
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      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. -
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      18. - -
      19. Playback Navigation
      20. - -
      21. Layers
      22. -
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    12. - -
    13. - -
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      1. - -
          -
        1. - -
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          1. IK Setup Wizard
          2. - -
          3. Mirror Mapping
          4. -
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        2. - -
        3. Configuration
        4. - -
        5. Display
        6. -
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      2. - -
      3. - -
          -
        1. Tools
        2. - -
        3. Channels
        4. - -
        5. Selection
        6. - -
        7. Display
        8. - -
        9. Animation
        10. -
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      4. - -
      5. - -
          -
        1. Inverse Kinematics
        2. - -
        3. Child-Of
        4. - -
        5. Custom Property
        6. -
        -
      6. - -
      7. Options
      8. - -
      9. Tool Assistant
      10. -
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    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. - -
    -
    -
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    -
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    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

    -
    -
    -
    - - + + + + + + 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/RigHierarchy.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RigHierarchy.html index 5a808e2e..4b261f14 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RigHierarchy.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RigHierarchy.html @@ -1,232 +1,232 @@ - - - - - - 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.

    + + + + + + 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

    @@ -251,13 +251,13 @@
  • 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

    -
    - - - - +

    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/RootMotion.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html index 74037c36..2946997e 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RootMotion.html @@ -1,234 +1,234 @@ - - - - - - UMotion Manual - Root Motion - - - - - -
    - - -
    -
    -

    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 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:

    +

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

    The following tutorial made by Unity explains the difference:

    Unity Tutorial Video Explaining Root Motion

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

    Humanoid Root Motion

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

    Generic Root Motion

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

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

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

      - +

      Model Import Settings - Rig

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

      - +

      Model Import Settings - Animations

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

    Using a Root Motion Animation

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

    -

    Animator Component

    -
    -

    Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

    -

    Unity Forum Thread | Facebook | Twitter | Youtube

    -
    -
    -
    - - +

    +

    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/RotationModes.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RotationModes.html index 226f7f88..4dff2bfd 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RotationModes.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/RotationModes.html @@ -1,234 +1,234 @@ - - - - - - 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. - -
    -
    -
    -
    -
    + + + + + + 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:

    +

    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. @@ -236,7 +236,7 @@
    • 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).

      @@ -250,12 +250,12 @@
    • 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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Selection.html index 2832a58b..ffb617d2 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Selection.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Selection.html @@ -1,231 +1,231 @@ - - - - - - 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.

    + + + + + + 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).

    Icon
    @@ -265,12 +265,12 @@ -
    UI ElementFocus Camera Centers the selected joints/transforms in the last selected Scene View.
    -
    -

    Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

    -

    Unity Forum Thread | Facebook | Twitter | Youtube

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Support.html index 4aa3310d..ea92110a 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Support.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Support.html @@ -1,230 +1,230 @@ - - - - - - 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. - -
    -
    -
    -
    -
    + + + + + + 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?
    • @@ -236,12 +236,12 @@ 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

      -
      -
    -
    - - +
    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/ToolAssistant.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ToolAssistant.html index 4759dd22..0fb162b7 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ToolAssistant.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/ToolAssistant.html @@ -1,236 +1,236 @@ - - - - - - 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. - -
    -
    -
    -
    -
    + + + + + + 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.
    • @@ -241,32 +241,32 @@
    • 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.

    +

    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

    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

    -
    -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Tools.html index 967b03e6..5d632da5 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Tools.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/Tools.html @@ -1,231 +1,231 @@ - - - - - - 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.

    + + + + + + 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

    @@ -291,12 +291,12 @@ -
    UI ElementReset Modifications Resets 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

    -
    -
    -
    - - +

    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/UMotionAPI.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UMotionAPI.html index 5c15b67a..ab0602d4 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UMotionAPI.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UMotionAPI.html @@ -1,230 +1,230 @@ - - - - - - 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 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
    • @@ -328,12 +328,12 @@ There are two classes within this namespace:

        KeepChanges
        Keeps the current pose of the GameObject. -
      -
      -

      Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

      -

      Unity Forum Thread | Facebook | Twitter | Youtube

      -
      -
    -
    - - + +
    +

    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 b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UnityTimelineIntegration.html index 09913911..a5064ee9 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UnityTimelineIntegration.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/UnityTimelineIntegration.html @@ -1,256 +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.

    + + + + + + 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.

    +

    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

    -
    -
    -
    - - +

    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/VideoTutorials.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/VideoTutorials.html index 5d5a457c..c2159cb1 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/VideoTutorials.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/VideoTutorials.html @@ -1,230 +1,230 @@ - - - - - - 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. - -
    -
    -
    -
    -
    + + + + + + 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.

    Videos by Jayanam

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

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    -

    Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED

    -

    Unity Forum Thread | Facebook | Twitter | Youtube

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    +

    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/styles/element_styles.css b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/element_styles.css index 0020129d..dbbfdf7a 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/element_styles.css +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/element_styles.css @@ -1,233 +1,233 @@ -.headline1 -{ - color: #000000; - font-size: 30px; - font-weight: bold; - font-family: "arial"; - - /* Scroll correction (by 90px fixed header height) */ - padding-top: 90px; - margin-top: -90px; - /* width: 1px; 0 won't work for Opera */ -} - -.headline2 -{ - color: #455463; - font-size: 24px; - font-weight: bold; - margin-bottom: 10px; - font-family: "arial"; - - /* Scroll correction (by 90px fixed header height) */ - padding-top: 90px; - margin-top: -80px; - /* width: 1px; 0 won't work for Opera */ -} - -.headline3 -{ - color: #455463; - font-size: 14px; - font-weight: bold; - font-family: "arial"; - - /* Scroll correction (by 90px fixed header height) */ - padding-top: 90px; - margin-top: -80px; - /* width: 1px; 0 won't work for Opera */ -} - -.textBlock -{ - color: #455463; - font-size: 14px; - font-weight: normal; - font-family: "arial"; -} - -.themeTable -{ - border: 1px solid #f0f0f0; - border-collapse: collapse; - margin-top: 15px; - margin-bottom: 15px; -} - -.themeTableRow -{ - -} - -.themeTableHeader -{ - border: 1px solid #f0f0f0; - background: #f0f0f0; - color: #455463; - font-size: 16px; - font-weight: normal; - font-family: "arial"; - text-align: left; - padding-top: 6px; - padding-bottom: 6px; - padding-left: 10px; - padding-right: 10px; - white-space: nowrap; -} - -.themeTableCell -{ - border: 1px solid #e6e6e6; - color: #455463; - font-size: 14px; - font-weight: normal; - font-family: "arial"; - text-align: left; - padding-top: 6px; - padding-bottom: 6px; - padding-left: 10px; - padding-right: 10px; -} - -.containerTable -{ - border: 0px; - border-collapse: separate; - padding: 0px; - margin: 0px; -} - -.containerTableRow -{ - border: 0px; - padding: 0px; - margin: 0px; -} - -.containerTableCell -{ - border: 0px; - vertical-align: top; - padding-top: 0px; - margin: 0px; -} - -.containerTableCell ~ .containerTableCell -{ - padding-left: 15px; -} - -.keyboardKey -{ - border-radius: 5px; - border: 2px solid #cdcdcd; - color: #455463; - font-size: 12px; - font-weight: bold; - font-family: "arial"; - text-align: middle; - padding-left: 3px; - padding-right: 3px; - padding-top: 1px; - padding-bottom: 1px; - text-transform: uppercase; - background-color: #f3f3f3; -} - -.professionalTag -{ - border-radius: 5px; - border: 1px solid #000000; - color: #ffffff; - font-size: 12px; - font-weight: bold; - font-family: "arial"; - text-align: middle; - padding-left: 4px; - padding-right: 4px; - padding-top: 2px; - padding-bottom: 2px; - background-color: #29abe2; - position: relative; - top: -10px; - left: 2px; - margin-right: 10px; -} - -.image -{ - border: 1px solid #898989; -} - -.imageText -{ - color: #a3a6a7; - font-size: 14px; - font-weight: normal; - font-family: "arial"; - margin-top: 0px; - padding-top: 0px; -} - -.listMain -{ - list-style-type: none; -} - -.listItem -{ - color: #455463; - font-size: 18px; - line-height: 18px; - font-weight: bold; - font-family: "arial"; - position: relative; - margin-bottom: 5px; - margin-left: 0px; - display: list-item; - list-style: disc; -} - -.listText -{ - color: #455463; - font-size: 14px; - font-weight: normal; - font-family: "arial"; -} - -.link:link -{ - color: #b83c82; - font-size: 14px; - font-weight: normal; - font-family: "arial"; - text-decoration: underline; -} - -.link:visited -{ - color: #b83c82; - font-size: 14px; - font-weight: normal; - font-family: "arial"; - text-decoration: underline; -} - -.link:hover -{ - color: #ff5566; - font-size: 14px; - font-weight: normal; - font-family: "arial"; - text-decoration: none; -} - -.link:active -{ - color: #ff5566; - font-size: 14px; - font-weight: normal; - font-family: "arial"; - text-decoration: none; +.headline1 +{ + color: #000000; + font-size: 30px; + font-weight: bold; + font-family: "arial"; + + /* Scroll correction (by 90px fixed header height) */ + padding-top: 90px; + margin-top: -90px; + /* width: 1px; 0 won't work for Opera */ +} + +.headline2 +{ + color: #455463; + font-size: 24px; + font-weight: bold; + margin-bottom: 10px; + font-family: "arial"; + + /* Scroll correction (by 90px fixed header height) */ + padding-top: 90px; + margin-top: -80px; + /* width: 1px; 0 won't work for Opera */ +} + +.headline3 +{ + color: #455463; + font-size: 14px; + font-weight: bold; + font-family: "arial"; + + /* Scroll correction (by 90px fixed header height) */ + padding-top: 90px; + margin-top: -80px; + /* width: 1px; 0 won't work for Opera */ +} + +.textBlock +{ + color: #455463; + font-size: 14px; + font-weight: normal; + font-family: "arial"; +} + +.themeTable +{ + border: 1px solid #f0f0f0; + border-collapse: collapse; + margin-top: 15px; + margin-bottom: 15px; +} + +.themeTableRow +{ + +} + +.themeTableHeader +{ + border: 1px solid #f0f0f0; + background: #f0f0f0; + color: #455463; + font-size: 16px; + font-weight: normal; + font-family: "arial"; + text-align: left; + padding-top: 6px; + padding-bottom: 6px; + padding-left: 10px; + padding-right: 10px; + white-space: nowrap; +} + +.themeTableCell +{ + border: 1px solid #e6e6e6; + color: #455463; + font-size: 14px; + font-weight: normal; + font-family: "arial"; + text-align: left; + padding-top: 6px; + padding-bottom: 6px; + padding-left: 10px; + padding-right: 10px; +} + +.containerTable +{ + border: 0px; + border-collapse: separate; + padding: 0px; + margin: 0px; +} + +.containerTableRow +{ + border: 0px; + padding: 0px; + margin: 0px; +} + +.containerTableCell +{ + border: 0px; + vertical-align: top; + padding-top: 0px; + margin: 0px; +} + +.containerTableCell ~ .containerTableCell +{ + padding-left: 15px; +} + +.keyboardKey +{ + border-radius: 5px; + border: 2px solid #cdcdcd; + color: #455463; + font-size: 12px; + font-weight: bold; + font-family: "arial"; + text-align: middle; + padding-left: 3px; + padding-right: 3px; + padding-top: 1px; + padding-bottom: 1px; + text-transform: uppercase; + background-color: #f3f3f3; +} + +.professionalTag +{ + border-radius: 5px; + border: 1px solid #000000; + color: #ffffff; + font-size: 12px; + font-weight: bold; + font-family: "arial"; + text-align: middle; + padding-left: 4px; + padding-right: 4px; + padding-top: 2px; + padding-bottom: 2px; + background-color: #29abe2; + position: relative; + top: -10px; + left: 2px; + margin-right: 10px; +} + +.image +{ + border: 1px solid #898989; +} + +.imageText +{ + color: #a3a6a7; + font-size: 14px; + font-weight: normal; + font-family: "arial"; + margin-top: 0px; + padding-top: 0px; +} + +.listMain +{ + list-style-type: none; +} + +.listItem +{ + color: #455463; + font-size: 18px; + line-height: 18px; + font-weight: bold; + font-family: "arial"; + position: relative; + margin-bottom: 5px; + margin-left: 0px; + display: list-item; + list-style: disc; +} + +.listText +{ + color: #455463; + font-size: 14px; + font-weight: normal; + font-family: "arial"; +} + +.link:link +{ + color: #b83c82; + font-size: 14px; + font-weight: normal; + font-family: "arial"; + text-decoration: underline; +} + +.link:visited +{ + color: #b83c82; + font-size: 14px; + font-weight: normal; + font-family: "arial"; + text-decoration: underline; +} + +.link:hover +{ + color: #ff5566; + font-size: 14px; + font-weight: normal; + font-family: "arial"; + text-decoration: none; +} + +.link:active +{ + color: #ff5566; + font-size: 14px; + font-weight: normal; + font-family: "arial"; + text-decoration: none; } \ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/theme_styles.css b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/theme_styles.css index 04f91fd7..5768ea05 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/theme_styles.css +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/theme_styles.css @@ -1,121 +1,121 @@ -body -{ - margin: 0px; - background: #ffffff; - color: #000000; -} - -.header -{ - background-color: #3f4247; - position: fixed; - height: 60px; - top: 0px; - left: 0px; - right: 0px; - width: 100%; - border: 0px solid #000000; - z-index: 2; -} - -.versionHeader -{ - background-color: #e6e6e6; - position: fixed; - height: 30px; - top: 60px; - left: 0px; - right: 0px; - width: 100%; - border: 0px solid #000000; - z-index: 2; -} - -.versionText -{ - color: #455463; - font-family: "arial"; - font-size: 17px; - margin: 5px 0px 0px 20px; -} - -.mainContent -{ - background-color: #ffffff; - position: absolute; - left: 350px; - right: 0px; - top: 90px; - padding: 20px; -} - -.mainContentInner -{ - margin: 20px 20px 20px 20px; -} - -.leftContent -{ - background-color: #ffffff; - position: fixed; - left: 0px; - width: 350px; - top: 90px; - height: 100%; - z-index: 1; - border-right:1px solid #e6e6e6; -} - -.leftContentInner -{ - margin: 20px 20px 20px 20px; -} - -.leftContentHeadline -{ - border-bottom: 1px solid #e6e6e6; - margin: 0 0 0 0; - padding-bottom: 5px; - color: #000000; - font-size: 28px; - font-weight: bold; - font-family: "arial"; -} - -.mainContentFooter -{ - border-top: 1px solid #e6e6e6; - padding-top: 0px; - margin-top: 30px; -} - -.headerLogo -{ - margin-top: 5px; - margin-left: 20px; - float: left; -} - -.headerBlueRight -{ - float: right; - height: 60px; - width: 300px; - background: url(BlueHeaderRight.png); - display: flex; - justify-content: center; - align-items: center; -} - -.headerLink -{ - color: #ffffff; - font-weight: bold; - font-family: "arial"; - text-decoration: none; - font-size: 21px; - margin-left: 20px; - padding-left: 20px; - padding-right: 42px; - background: url(FollowLinkArrow.png) no-repeat center right; +body +{ + margin: 0px; + background: #ffffff; + color: #000000; +} + +.header +{ + background-color: #3f4247; + position: fixed; + height: 60px; + top: 0px; + left: 0px; + right: 0px; + width: 100%; + border: 0px solid #000000; + z-index: 2; +} + +.versionHeader +{ + background-color: #e6e6e6; + position: fixed; + height: 30px; + top: 60px; + left: 0px; + right: 0px; + width: 100%; + border: 0px solid #000000; + z-index: 2; +} + +.versionText +{ + color: #455463; + font-family: "arial"; + font-size: 17px; + margin: 5px 0px 0px 20px; +} + +.mainContent +{ + background-color: #ffffff; + position: absolute; + left: 350px; + right: 0px; + top: 90px; + padding: 20px; +} + +.mainContentInner +{ + margin: 20px 20px 20px 20px; +} + +.leftContent +{ + background-color: #ffffff; + position: fixed; + left: 0px; + width: 350px; + top: 90px; + height: 100%; + z-index: 1; + border-right:1px solid #e6e6e6; +} + +.leftContentInner +{ + margin: 20px 20px 20px 20px; +} + +.leftContentHeadline +{ + border-bottom: 1px solid #e6e6e6; + margin: 0 0 0 0; + padding-bottom: 5px; + color: #000000; + font-size: 28px; + font-weight: bold; + font-family: "arial"; +} + +.mainContentFooter +{ + border-top: 1px solid #e6e6e6; + padding-top: 0px; + margin-top: 30px; +} + +.headerLogo +{ + margin-top: 5px; + margin-left: 20px; + float: left; +} + +.headerBlueRight +{ + float: right; + height: 60px; + width: 300px; + background: url(BlueHeaderRight.png); + display: flex; + justify-content: center; + align-items: center; +} + +.headerLink +{ + color: #ffffff; + font-weight: bold; + font-family: "arial"; + text-decoration: none; + font-size: 21px; + margin-left: 20px; + padding-left: 20px; + padding-right: 42px; + background: url(FollowLinkArrow.png) no-repeat center right; } \ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/treeview_styles.css b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/treeview_styles.css index 63615b27..b838e7fd 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/treeview_styles.css +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/styles/treeview_styles.css @@ -1,104 +1,104 @@ -.treeFolderLink:link -{ - color: #000000; - font-size: 16px; - font-weight: normal; - font-family: "arial"; - text-decoration: none; -} - -.treeFolderLink:visited -{ - color: #000000; - font-size: 16px; - font-weight: normal; - font-family: "arial"; - text-decoration: none; -} - -.treeFolderLink:hover -{ - color: #000000; - font-size: 16px; - font-weight: normal; - font-family: "arial"; - text-decoration: underline; -} - -.treeFolderLink:active -{ - color: #000000; - font-size: 16px; - font-weight: normal; - font-family: "arial"; - text-decoration: none; -} - -ol.tree -{ - margin-left: 0px; - padding: 0 0 0 20px; - width: 300px; -} - li - { - position: relative; - margin-left: -15px; - list-style: none; - } - li.file - { - margin-left: -17px !important; - } - li.file a - { - background: url(TreeViewItem.png) 0 0 no-repeat; - color: #000000; - font-size: 16px; - font-weight: normal; - font-family: "arial"; - padding-left: 21px; - margin-top: 5px; - text-decoration: none; - display: block; - } - li.file a:hover - { - text-decoration: underline; - } - li input - { - position: absolute; - left: 0; - margin-left: 0; - opacity: 0; - z-index: 2; - cursor: pointer; - height: 1em; - width: 1em; - top: 0; - } - li input + ol - { - background: url(TreeViewExpand.png) 40px 0 no-repeat; - margin: -17px 0 0 -44px; - height: 1em; - } - li input + ol > li { display: none; margin-left: -14px !important; padding-left: 1px; } - li label - { - cursor: pointer; - display: block; - padding-left: 18px; - margin-top: 5px; - } - - li input:checked + ol - { - background: url(TreeViewCollapse.png) 40px 5px no-repeat; - margin: -22px 0 0 -44px; - padding: 20px 0 0 80px; - height: auto; - } - li input:checked + ol > li { display: block; margin: 0 0 0.125em; /* 2px */} +.treeFolderLink:link +{ + color: #000000; + font-size: 16px; + font-weight: normal; + font-family: "arial"; + text-decoration: none; +} + +.treeFolderLink:visited +{ + color: #000000; + font-size: 16px; + font-weight: normal; + font-family: "arial"; + text-decoration: none; +} + +.treeFolderLink:hover +{ + color: #000000; + font-size: 16px; + font-weight: normal; + font-family: "arial"; + text-decoration: underline; +} + +.treeFolderLink:active +{ + color: #000000; + font-size: 16px; + font-weight: normal; + font-family: "arial"; + text-decoration: none; +} + +ol.tree +{ + margin-left: 0px; + padding: 0 0 0 20px; + width: 300px; +} + li + { + position: relative; + margin-left: -15px; + list-style: none; + } + li.file + { + margin-left: -17px !important; + } + li.file a + { + background: url(TreeViewItem.png) 0 0 no-repeat; + color: #000000; + font-size: 16px; + font-weight: normal; + font-family: "arial"; + padding-left: 21px; + margin-top: 5px; + text-decoration: none; + display: block; + } + li.file a:hover + { + text-decoration: underline; + } + li input + { + position: absolute; + left: 0; + margin-left: 0; + opacity: 0; + z-index: 2; + cursor: pointer; + height: 1em; + width: 1em; + top: 0; + } + li input + ol + { + background: url(TreeViewExpand.png) 40px 0 no-repeat; + margin: -17px 0 0 -44px; + height: 1em; + } + li input + ol > li { display: none; margin-left: -14px !important; padding-left: 1px; } + li label + { + cursor: pointer; + display: block; + padding-left: 18px; + margin-top: 5px; + } + + li input:checked + ol + { + background: url(TreeViewCollapse.png) 40px 5px no-repeat; + margin: -22px 0 0 -44px; + padding: 20px 0 0 80px; + height: auto; + } + li input:checked + ol > li { display: block; margin: 0 0 0.125em; /* 2px */} li input:checked + ol > li:last-child { margin: 0 0 0.063em; /* 1px */ } \ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/AutodeskFbxSdkLicense.txt b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/AutodeskFbxSdkLicense.txt index c406d963..e8b36478 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/AutodeskFbxSdkLicense.txt +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/AutodeskFbxSdkLicense.txt @@ -1,3 +1,3 @@ -Autodesk FBX SDK. Copyright (c) 2016 Autodesk, Inc. All rights reserved. -Use of the FBX SDK requires agreeing to and complying with the FBX SDK License and Service Agreement terms +Autodesk FBX SDK. Copyright (c) 2016 Autodesk, Inc. All rights reserved. +Use of the FBX SDK requires agreeing to and complying with the FBX SDK License and Service Agreement terms accessed at https://damassets.autodesk.net/content/dam/autodesk/www/Company/docs/pdf/legal-notices-&-trademarks/Autodesk_FBX_SDK_2015_License_and_Services_Agreement.pdf" \ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/UnityFbxSdkNativeLicense.txt b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/UnityFbxSdkNativeLicense.txt index 91fc3041..551dcf1e 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/UnityFbxSdkNativeLicense.txt +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/UnityFbxSdkNativeLicense.txt @@ -1,5 +1,5 @@ -FBX Exporter copyright © 2017 Unity Technologies ApS - -Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). - +FBX Exporter copyright © 2017 Unity Technologies ApS + +Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). + Unless expressly provided otherwise, the Software under this license is made available strictly on an "AS IS" BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. \ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/UnityFbxSdkNative_2_0_0.bundle/Contents/Info.plist b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/UnityFbxSdkNative_2_0_0.bundle/Contents/Info.plist index 708ae296..4df32a6e 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/UnityFbxSdkNative_2_0_0.bundle/Contents/Info.plist +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/MacOS/Editor/x64/UnityFbxSdkNative_2_0_0.bundle/Contents/Info.plist @@ -1,38 +1,38 @@ - - - - - CFBundleDevelopmentRegion - English - CFBundleExecutable - UnityFbxSdkNative_2_0_0 - CFBundleGetInfoString - - CFBundleIconFile - - CFBundleIdentifier - - CFBundleInfoDictionaryVersion - 6.0 - CFBundleLongVersionString - - CFBundleName - - CFBundlePackageType - APPL - CFBundleShortVersionString - - CFBundleSignature - ???? - CFBundleVersion - - CSResourcesFileMapped - - NSHumanReadableCopyright - - NSPrincipalClass - NSApplication - NSHighResolutionCapable - True - - + + + + + CFBundleDevelopmentRegion + English + CFBundleExecutable + UnityFbxSdkNative_2_0_0 + CFBundleGetInfoString + + CFBundleIconFile + + CFBundleIdentifier + + CFBundleInfoDictionaryVersion + 6.0 + CFBundleLongVersionString + + CFBundleName + + CFBundlePackageType + APPL + CFBundleShortVersionString + + CFBundleSignature + ???? + CFBundleVersion + + CSResourcesFileMapped + + NSHumanReadableCopyright + + NSPrincipalClass + NSApplication + NSHighResolutionCapable + True + + diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/Windows/Editor/x64/AutodeskFbxSdkLicense.txt b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/Windows/Editor/x64/AutodeskFbxSdkLicense.txt index c406d963..e8b36478 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/Windows/Editor/x64/AutodeskFbxSdkLicense.txt +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/Windows/Editor/x64/AutodeskFbxSdkLicense.txt @@ -1,3 +1,3 @@ -Autodesk FBX SDK. Copyright (c) 2016 Autodesk, Inc. All rights reserved. -Use of the FBX SDK requires agreeing to and complying with the FBX SDK License and Service Agreement terms +Autodesk FBX SDK. Copyright (c) 2016 Autodesk, Inc. All rights reserved. +Use of the FBX SDK requires agreeing to and complying with the FBX SDK License and Service Agreement terms accessed at https://damassets.autodesk.net/content/dam/autodesk/www/Company/docs/pdf/legal-notices-&-trademarks/Autodesk_FBX_SDK_2015_License_and_Services_Agreement.pdf" \ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/Windows/Editor/x64/UnityFbxSdkNativeLicense.txt b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/Windows/Editor/x64/UnityFbxSdkNativeLicense.txt index 91fc3041..551dcf1e 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/Windows/Editor/x64/UnityFbxSdkNativeLicense.txt +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Plugins/Windows/Editor/x64/UnityFbxSdkNativeLicense.txt @@ -1,5 +1,5 @@ -FBX Exporter copyright © 2017 Unity Technologies ApS - -Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). - +FBX Exporter copyright © 2017 Unity Technologies ApS + +Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). + Unless expressly provided otherwise, the Software under this license is made available strictly on an "AS IS" BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. \ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Application/AssetResourcesFile.cs b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Application/AssetResourcesFile.cs index 7f5392be..0380f56b 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Application/AssetResourcesFile.cs +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Application/AssetResourcesFile.cs @@ -1,120 +1,120 @@ -#if UNITY_EDITOR -using UnityEngine; -using UnityEditor; -using System; -using System.Collections.Generic; -using System.IO; - -namespace UMotionEditor -{ - public class AssetResourcesFile : ScriptableObject - { - //******************************************************************************** - // Public Properties - //******************************************************************************** - - //******************************************************************************** - // Private Properties - //******************************************************************************** - - #pragma warning disable 0649 // Suppress "Field 'field' is never assigned to, and will always have its default value 'value'" - [Serializable] - private struct ResourceDefinition - { - public string Name; - public UnityEngine.Object Reference; - } - #pragma warning restore 0649 - - //---------------------- - // Inspector - //---------------------- - [SerializeField]private List resourcesList = new List(); - [SerializeField]private List optionalResourcesList = new List(); - private Dictionary resourcesDictionary = new Dictionary(); - - //---------------------- - // Internal - //---------------------- - - //******************************************************************************** - // Public Methods - //******************************************************************************** - - public static AssetResourcesFile FindAssetResourcesFile() - { - string[] resourceFilesGUID = AssetDatabase.FindAssets("UMotionResources t:AssetResourcesFile"); - - if (resourceFilesGUID.Length > 1) - { - throw new UnityException("More than one resource file was found. Please remove all UMotion files and install UMotion again."); - } - else if (resourceFilesGUID.Length == 0) - { - throw new UnityException("Resource file not found. Please install UMotion again."); - } - else - { - AssetResourcesFile resourceFile = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(resourceFilesGUID[0])); - - resourceFile.InitializeDictionary(); - - return resourceFile; - } - } - - public string GetEditorDataPath() - { - string resourcesPath = AssetDatabase.GetAssetPath(this); - - string dataPath = Path.GetDirectoryName(resourcesPath); - dataPath = Path.Combine(Path.GetDirectoryName(dataPath), "Data"); - - return dataPath; - } - - public T GetResource(string name, bool required = true) where T : UnityEngine.Object - { - T loadedObject = null; - UnityEngine.Object obj; - if (resourcesDictionary.TryGetValue(name, out obj)) - { - loadedObject = obj as T; - } - - if (required && (loadedObject == null)) - { - throw new Exception(string.Format("Resource \"{0}\" can not be loaded.", name)); - } - else - { - return loadedObject; - } - } - - //******************************************************************************** - // Private Methods - //******************************************************************************** - - private void InitializeDictionary() - { - resourcesDictionary.Clear(); - foreach (ResourceDefinition resourceDef in resourcesList) - { - if (resourceDef.Reference == null) - { - throw new UnityException(string.Format("Required resource \"{0}\" not found. Please reinstall UMotion.", resourceDef.Name)); - } - else - { - resourcesDictionary.Add(resourceDef.Name, resourceDef.Reference); - } - } - foreach (ResourceDefinition resourceDef in optionalResourcesList) - { - resourcesDictionary.Add(resourceDef.Name, resourceDef.Reference); - } - } - } -} +#if UNITY_EDITOR +using UnityEngine; +using UnityEditor; +using System; +using System.Collections.Generic; +using System.IO; + +namespace UMotionEditor +{ + public class AssetResourcesFile : ScriptableObject + { + //******************************************************************************** + // Public Properties + //******************************************************************************** + + //******************************************************************************** + // Private Properties + //******************************************************************************** + + #pragma warning disable 0649 // Suppress "Field 'field' is never assigned to, and will always have its default value 'value'" + [Serializable] + private struct ResourceDefinition + { + public string Name; + public UnityEngine.Object Reference; + } + #pragma warning restore 0649 + + //---------------------- + // Inspector + //---------------------- + [SerializeField]private List resourcesList = new List(); + [SerializeField]private List optionalResourcesList = new List(); + private Dictionary resourcesDictionary = new Dictionary(); + + //---------------------- + // Internal + //---------------------- + + //******************************************************************************** + // Public Methods + //******************************************************************************** + + public static AssetResourcesFile FindAssetResourcesFile() + { + string[] resourceFilesGUID = AssetDatabase.FindAssets("UMotionResources t:AssetResourcesFile"); + + if (resourceFilesGUID.Length > 1) + { + throw new UnityException("More than one resource file was found. Please remove all UMotion files and install UMotion again."); + } + else if (resourceFilesGUID.Length == 0) + { + throw new UnityException("Resource file not found. Please install UMotion again."); + } + else + { + AssetResourcesFile resourceFile = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(resourceFilesGUID[0])); + + resourceFile.InitializeDictionary(); + + return resourceFile; + } + } + + public string GetEditorDataPath() + { + string resourcesPath = AssetDatabase.GetAssetPath(this); + + string dataPath = Path.GetDirectoryName(resourcesPath); + dataPath = Path.Combine(Path.GetDirectoryName(dataPath), "Data"); + + return dataPath; + } + + public T GetResource(string name, bool required = true) where T : UnityEngine.Object + { + T loadedObject = null; + UnityEngine.Object obj; + if (resourcesDictionary.TryGetValue(name, out obj)) + { + loadedObject = obj as T; + } + + if (required && (loadedObject == null)) + { + throw new Exception(string.Format("Resource \"{0}\" can not be loaded.", name)); + } + else + { + return loadedObject; + } + } + + //******************************************************************************** + // Private Methods + //******************************************************************************** + + private void InitializeDictionary() + { + resourcesDictionary.Clear(); + foreach (ResourceDefinition resourceDef in resourcesList) + { + if (resourceDef.Reference == null) + { + throw new UnityException(string.Format("Required resource \"{0}\" not found. Please reinstall UMotion.", resourceDef.Name)); + } + else + { + resourcesDictionary.Add(resourceDef.Name, resourceDef.Reference); + } + } + foreach (ResourceDefinition resourceDef in optionalResourcesList) + { + resourcesDictionary.Add(resourceDef.Name, resourceDef.Reference); + } + } + } +} #endif \ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Application/VersionCompatibilityUtility.cs b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Application/VersionCompatibilityUtility.cs index ee7861ff..50ec535b 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Application/VersionCompatibilityUtility.cs +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Application/VersionCompatibilityUtility.cs @@ -1,118 +1,118 @@ -#if UNITY_EDITOR -using System.Collections; -using System.Collections.Generic; -using System.Reflection; -using UnityEngine; - -namespace UMotionEditor -{ - public static class VersionCompatibilityUtility - { - #if !UNITY_2017_4_OR_NEWER - #error "This Unity version is not supported by UMotion. Please update to Unity 2017.4 or higher." - #endif - - //******************************************************************************** - // Public Properties - //******************************************************************************** - - public enum EditorPlatform - { - Windows = 0, - Mac, - Linux, - Invalid - } - - public static EditorPlatform CurrentEditorPlatform - { - get - { - switch (Application.platform) - { - case RuntimePlatform.WindowsEditor: - return EditorPlatform.Windows; - - case RuntimePlatform.OSXEditor: - return EditorPlatform.Mac; - - case RuntimePlatform.LinuxEditor: - return EditorPlatform.Linux; - - default: - return EditorPlatform.Invalid; - } - } - } - - public static bool Unity2018_1_OrNewer - { - get - { - #if UNITY_2018_1_OR_NEWER - return true; - #else - return false; - #endif - } - } - - public static bool Unity2018_3_OrNewer - { - get - { - #if UNITY_2018_3_OR_NEWER - return true; - #else - return false; - #endif - } - } - - public static bool Unity2019_1_Or_Newer - { - get - { - #if UNITY_2019_1_OR_NEWER - return true; - #else - return false; - #endif - } - } - - public static bool UsesScriptableRenderPipeline - { - get - { - #if UNITY_2019_1_OR_NEWER - return (UnityEngine.Rendering.RenderPipelineManager.currentPipeline != null); - #else - #if UNITY_2018_1_OR_NEWER - return (UnityEngine.Experimental.Rendering.RenderPipelineManager.currentPipeline != null); - #else - return false; - #endif - #endif - } - } - - public static string GetCurrentAssemblyName() - { - return Assembly.GetExecutingAssembly().GetName().Name; - } - - //******************************************************************************** - // Private Properties - //******************************************************************************** - - //******************************************************************************** - // Public Methods - //******************************************************************************** - - //******************************************************************************** - // Private Methods - //******************************************************************************** - } -} +#if UNITY_EDITOR +using System.Collections; +using System.Collections.Generic; +using System.Reflection; +using UnityEngine; + +namespace UMotionEditor +{ + public static class VersionCompatibilityUtility + { + #if !UNITY_2017_4_OR_NEWER + #error "This Unity version is not supported by UMotion. Please update to Unity 2017.4 or higher." + #endif + + //******************************************************************************** + // Public Properties + //******************************************************************************** + + public enum EditorPlatform + { + Windows = 0, + Mac, + Linux, + Invalid + } + + public static EditorPlatform CurrentEditorPlatform + { + get + { + switch (Application.platform) + { + case RuntimePlatform.WindowsEditor: + return EditorPlatform.Windows; + + case RuntimePlatform.OSXEditor: + return EditorPlatform.Mac; + + case RuntimePlatform.LinuxEditor: + return EditorPlatform.Linux; + + default: + return EditorPlatform.Invalid; + } + } + } + + public static bool Unity2018_1_OrNewer + { + get + { + #if UNITY_2018_1_OR_NEWER + return true; + #else + return false; + #endif + } + } + + public static bool Unity2018_3_OrNewer + { + get + { + #if UNITY_2018_3_OR_NEWER + return true; + #else + return false; + #endif + } + } + + public static bool Unity2019_1_Or_Newer + { + get + { + #if UNITY_2019_1_OR_NEWER + return true; + #else + return false; + #endif + } + } + + public static bool UsesScriptableRenderPipeline + { + get + { + #if UNITY_2019_1_OR_NEWER + return (UnityEngine.Rendering.RenderPipelineManager.currentPipeline != null); + #else + #if UNITY_2018_1_OR_NEWER + return (UnityEngine.Experimental.Rendering.RenderPipelineManager.currentPipeline != null); + #else + return false; + #endif + #endif + } + } + + public static string GetCurrentAssemblyName() + { + return Assembly.GetExecutingAssembly().GetName().Name; + } + + //******************************************************************************** + // Private Properties + //******************************************************************************** + + //******************************************************************************** + // Public Methods + //******************************************************************************** + + //******************************************************************************** + // Private Methods + //******************************************************************************** + } +} #endif \ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/AnimationCurveUtilityRecent.cs b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/AnimationCurveUtilityRecent.cs index 0b44b879..d3238362 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/AnimationCurveUtilityRecent.cs +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/AnimationCurveUtilityRecent.cs @@ -1,105 +1,105 @@ -using UnityEngine; -using UnityEditor; -using System.Collections; -using System.Reflection; - -namespace UMotionEditor -{ - public static class AnimationCurveUtilityRecent - { - //******************************************************************************** - // Public Properties - //******************************************************************************** - - public static bool WeightedTangentsImplemented - { - get - { - #if UNITY_2018_1_OR_NEWER - return true; - #else - return false; - #endif - } - } - - //******************************************************************************** - // Private Properties - //******************************************************************************** - - //---------------------- - // Inspector - //---------------------- - - //---------------------- - // Internal - //---------------------- - - //******************************************************************************** - // Public Methods - //******************************************************************************** - - public static void SetKeyWeightedMode(ref Keyframe key, int weightedMode) - { - #if UNITY_2018_1_OR_NEWER - key.weightedMode = (WeightedMode)weightedMode; - #endif - } - - public static int GetKeyWeightedMode(Keyframe key) - { - #if UNITY_2018_1_OR_NEWER - return (int)key.weightedMode; - #else - return 0; - #endif - } - - public static void SetKeyLeftWeight(ref Keyframe key, float weight) - { - #if UNITY_2018_1_OR_NEWER - key.inWeight = weight; - #endif - } - - public static float GetKeyLeftWeight(Keyframe key) - { - #if UNITY_2018_1_OR_NEWER - return key.inWeight; - #else - return 1f / 3f; - #endif - } - - public static void SetKeyRightWeight(ref Keyframe key, float weight) - { - #if UNITY_2018_1_OR_NEWER - key.outWeight = weight; - #endif - } - - public static float GetKeyRightWeight(Keyframe key) - { - #if UNITY_2018_1_OR_NEWER - return key.outWeight; - #else - return 1f / 3f; - #endif - } - - public static void InitializeKeyframe(int frame, float value, float inTangent, float outTangent, int weightedMode, float leftWeight, float rightWeight, out Keyframe key) - { - key = new Keyframe(frame, value, inTangent, outTangent); - - #if UNITY_2018_1_OR_NEWER - key.weightedMode = (WeightedMode)weightedMode; - key.inWeight = leftWeight; - key.outWeight = rightWeight; - #endif - } - - //******************************************************************************** - // Private Methods - //******************************************************************************** - } -} +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Reflection; + +namespace UMotionEditor +{ + public static class AnimationCurveUtilityRecent + { + //******************************************************************************** + // Public Properties + //******************************************************************************** + + public static bool WeightedTangentsImplemented + { + get + { + #if UNITY_2018_1_OR_NEWER + return true; + #else + return false; + #endif + } + } + + //******************************************************************************** + // Private Properties + //******************************************************************************** + + //---------------------- + // Inspector + //---------------------- + + //---------------------- + // Internal + //---------------------- + + //******************************************************************************** + // Public Methods + //******************************************************************************** + + public static void SetKeyWeightedMode(ref Keyframe key, int weightedMode) + { + #if UNITY_2018_1_OR_NEWER + key.weightedMode = (WeightedMode)weightedMode; + #endif + } + + public static int GetKeyWeightedMode(Keyframe key) + { + #if UNITY_2018_1_OR_NEWER + return (int)key.weightedMode; + #else + return 0; + #endif + } + + public static void SetKeyLeftWeight(ref Keyframe key, float weight) + { + #if UNITY_2018_1_OR_NEWER + key.inWeight = weight; + #endif + } + + public static float GetKeyLeftWeight(Keyframe key) + { + #if UNITY_2018_1_OR_NEWER + return key.inWeight; + #else + return 1f / 3f; + #endif + } + + public static void SetKeyRightWeight(ref Keyframe key, float weight) + { + #if UNITY_2018_1_OR_NEWER + key.outWeight = weight; + #endif + } + + public static float GetKeyRightWeight(Keyframe key) + { + #if UNITY_2018_1_OR_NEWER + return key.outWeight; + #else + return 1f / 3f; + #endif + } + + public static void InitializeKeyframe(int frame, float value, float inTangent, float outTangent, int weightedMode, float leftWeight, float rightWeight, out Keyframe key) + { + key = new Keyframe(frame, value, inTangent, outTangent); + + #if UNITY_2018_1_OR_NEWER + key.weightedMode = (WeightedMode)weightedMode; + key.inWeight = leftWeight; + key.outWeight = rightWeight; + #endif + } + + //******************************************************************************** + // Private Methods + //******************************************************************************** + } +} diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/EditorVersionCompatibilityUtility.cs b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/EditorVersionCompatibilityUtility.cs index 318bd59e..567b7a0e 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/EditorVersionCompatibilityUtility.cs +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/EditorVersionCompatibilityUtility.cs @@ -1,67 +1,67 @@ -using UnityEngine; -using UnityEditor; -using System.Collections; -using System.Collections.Generic; -using System.Collections.ObjectModel; -using UnityEditor.Compilation; -#if UNITY_2018_3_OR_NEWER -using UnityEditor.Experimental.SceneManagement; -#endif - -namespace UMotionEditor -{ - public static class EditorVersionCompatibilityUtility - { - //******************************************************************************** - // Public Properties - //******************************************************************************** - - //******************************************************************************** - // Private Properties - //******************************************************************************** - - //---------------------- - // Inspector - //---------------------- - - //---------------------- - // Internal - //---------------------- - - //******************************************************************************** - // Public Methods - //******************************************************************************** - - public static bool IsModelPrefab(GameObject gameObject) - { - #if UNITY_2018_3_OR_NEWER - return (PrefabUtility.GetPrefabAssetType(gameObject) == PrefabAssetType.Model); - #else - return (PrefabUtility.GetPrefabType(gameObject) == PrefabType.ModelPrefab); - #endif - } - - public static bool IsPrefab(GameObject gameObject) - { - #if UNITY_2018_3_OR_NEWER - return (PrefabUtility.GetPrefabAssetType(gameObject) != PrefabAssetType.NotAPrefab); - #else - return (PrefabUtility.GetPrefabType(gameObject) != PrefabType.None); - #endif - } - - public static bool IsInPrefabStage() - { - #if UNITY_2018_3_OR_NEWER - return (PrefabStageUtility.GetCurrentPrefabStage() != null); - #else - return false; - #endif - } - - //******************************************************************************** - // Private Methods - //******************************************************************************** - - } -} +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Collections.Generic; +using System.Collections.ObjectModel; +using UnityEditor.Compilation; +#if UNITY_2018_3_OR_NEWER +using UnityEditor.Experimental.SceneManagement; +#endif + +namespace UMotionEditor +{ + public static class EditorVersionCompatibilityUtility + { + //******************************************************************************** + // Public Properties + //******************************************************************************** + + //******************************************************************************** + // Private Properties + //******************************************************************************** + + //---------------------- + // Inspector + //---------------------- + + //---------------------- + // Internal + //---------------------- + + //******************************************************************************** + // Public Methods + //******************************************************************************** + + public static bool IsModelPrefab(GameObject gameObject) + { + #if UNITY_2018_3_OR_NEWER + return (PrefabUtility.GetPrefabAssetType(gameObject) == PrefabAssetType.Model); + #else + return (PrefabUtility.GetPrefabType(gameObject) == PrefabType.ModelPrefab); + #endif + } + + public static bool IsPrefab(GameObject gameObject) + { + #if UNITY_2018_3_OR_NEWER + return (PrefabUtility.GetPrefabAssetType(gameObject) != PrefabAssetType.NotAPrefab); + #else + return (PrefabUtility.GetPrefabType(gameObject) != PrefabType.None); + #endif + } + + public static bool IsInPrefabStage() + { + #if UNITY_2018_3_OR_NEWER + return (PrefabStageUtility.GetCurrentPrefabStage() != null); + #else + return false; + #endif + } + + //******************************************************************************** + // Private Methods + //******************************************************************************** + + } +} diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/GUICompatibilityUtility.cs b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/GUICompatibilityUtility.cs index 73a44bd4..2b9c1775 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/GUICompatibilityUtility.cs +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Scripts/Editor/GUICompatibilityUtility.cs @@ -1,102 +1,102 @@ -using System; -using System.Reflection; -using UnityEngine; -using UnityEditor; - -namespace UMotionEditor -{ - public static class GUICompatibilityUtility - { - //******************************************************************************** - // Public Properties - //******************************************************************************** - - public static event System.Action OnSceneGui - { - add - { - #if UNITY_2019_1_OR_NEWER - SceneView.duringSceneGui += value; - #else - legacySceneViewGUI += value; - if (!initialized) - { - // Doing this in a static constructor instead caused an exception in Unity 2017.4 - SceneView.onSceneGUIDelegate += delegate(SceneView sceneView) { legacySceneViewGUI(sceneView); }; - initialized = true; - } - #endif - } - remove - { - #if UNITY_2019_1_OR_NEWER - SceneView.duringSceneGui -= value; - #else - legacySceneViewGUI -= value; - #endif - } - } - - //******************************************************************************** - // Private Properties - //******************************************************************************** - - //---------------------- - // Inspector - //---------------------- - - //---------------------- - // Internal - //---------------------- - #if !UNITY_2019_1_OR_NEWER - private static event System.Action legacySceneViewGUI; - private static bool initialized = false; - #endif - - //******************************************************************************** - // Public Methods - //******************************************************************************** - - [MenuItem("Window/UMotion Editor/Contact Support", true, 1232)] - public static bool UMotionSupportMenuItemValidate() - { - CheckCurrentAssembly(); - return true; - } - - [MenuItem("Window/UMotion Editor/Contact Support", false, 1232)] - public static void UMotionSupportMenuItem() - { - Help.BrowseURL("https://support.soxware.com"); - } - - public static Color ColorField(GUIContent label, Color value, bool showEyedropper, bool showAlpha, bool hdr, params GUILayoutOption[] options) - { - #if UNITY_2018_1_OR_NEWER - return EditorGUILayout.ColorField(label, value, showEyedropper, showAlpha, hdr, options); - #else - return EditorGUILayout.ColorField(label, value, showEyedropper, showAlpha, hdr, null, options); - #endif - } - - //******************************************************************************** - // Private Methods - //******************************************************************************** - - private static bool CheckCurrentAssembly() - { - string applicationAssemblyName = VersionCompatibilityUtility.GetCurrentAssemblyName(); - string editorAssemblyName = Assembly.GetExecutingAssembly().GetName().Name; - - bool assemblyOk = (applicationAssemblyName == "UMotionSourceApplication") && (editorAssemblyName == "UMotionSourceEditor"); - - if (!assemblyOk) - { - string message = string.Format("The UMotion script files are not compiled to the correct assembly:\r\n\r\n\"{0}\"\r\n(should be \"UMotionSourceApplication\")\r\n\r\n\"{1}\"\r\n(should be \"UMotionSourceEditor\")\r\n\r\nMake sure that you haven't deleted or re-named the assembly definition files inside the UMotion folder.", applicationAssemblyName, editorAssemblyName); - EditorUtility.DisplayDialog("UMotion - Invalid Assembly", message, "OK"); - } - - return assemblyOk; - } - } +using System; +using System.Reflection; +using UnityEngine; +using UnityEditor; + +namespace UMotionEditor +{ + public static class GUICompatibilityUtility + { + //******************************************************************************** + // Public Properties + //******************************************************************************** + + public static event System.Action OnSceneGui + { + add + { + #if UNITY_2019_1_OR_NEWER + SceneView.duringSceneGui += value; + #else + legacySceneViewGUI += value; + if (!initialized) + { + // Doing this in a static constructor instead caused an exception in Unity 2017.4 + SceneView.onSceneGUIDelegate += delegate(SceneView sceneView) { legacySceneViewGUI(sceneView); }; + initialized = true; + } + #endif + } + remove + { + #if UNITY_2019_1_OR_NEWER + SceneView.duringSceneGui -= value; + #else + legacySceneViewGUI -= value; + #endif + } + } + + //******************************************************************************** + // Private Properties + //******************************************************************************** + + //---------------------- + // Inspector + //---------------------- + + //---------------------- + // Internal + //---------------------- + #if !UNITY_2019_1_OR_NEWER + private static event System.Action legacySceneViewGUI; + private static bool initialized = false; + #endif + + //******************************************************************************** + // Public Methods + //******************************************************************************** + + [MenuItem("Window/UMotion Editor/Contact Support", true, 1232)] + public static bool UMotionSupportMenuItemValidate() + { + CheckCurrentAssembly(); + return true; + } + + [MenuItem("Window/UMotion Editor/Contact Support", false, 1232)] + public static void UMotionSupportMenuItem() + { + Help.BrowseURL("https://support.soxware.com"); + } + + public static Color ColorField(GUIContent label, Color value, bool showEyedropper, bool showAlpha, bool hdr, params GUILayoutOption[] options) + { + #if UNITY_2018_1_OR_NEWER + return EditorGUILayout.ColorField(label, value, showEyedropper, showAlpha, hdr, options); + #else + return EditorGUILayout.ColorField(label, value, showEyedropper, showAlpha, hdr, null, options); + #endif + } + + //******************************************************************************** + // Private Methods + //******************************************************************************** + + private static bool CheckCurrentAssembly() + { + string applicationAssemblyName = VersionCompatibilityUtility.GetCurrentAssemblyName(); + string editorAssemblyName = Assembly.GetExecutingAssembly().GetName().Name; + + bool assemblyOk = (applicationAssemblyName == "UMotionSourceApplication") && (editorAssemblyName == "UMotionSourceEditor"); + + if (!assemblyOk) + { + string message = string.Format("The UMotion script files are not compiled to the correct assembly:\r\n\r\n\"{0}\"\r\n(should be \"UMotionSourceApplication\")\r\n\r\n\"{1}\"\r\n(should be \"UMotionSourceEditor\")\r\n\r\nMake sure that you haven't deleted or re-named the assembly definition files inside the UMotion folder.", applicationAssemblyName, editorAssemblyName); + EditorUtility.DisplayDialog("UMotion - Invalid Assembly", message, "OK"); + } + + return assemblyOk; + } + } } \ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader index 6ca491b3..f9dd2196 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader @@ -1,73 +1,73 @@ -Shader "UMotion Editor/Camera Lit" -{ - Properties - { - _Color("Main Color (RGB)", color) = (1, 1, 1, 1) - _WireColor("Wire Color (RGB) Trans (A)", color) = (0, 0, 0, 1) - _WireSize("Wire Size", Range(0, 4)) = 0.9 - } - - SubShader - { - Tags { "RenderType" = "Opaque" "IgnoreProjector"="True" } - LOD 100 - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - - #include "UnityCG.cginc" - - fixed4 _Color; - fixed4 _WireColor; - half _WireSize; - - struct vInput - { - float4 vertex : POSITION; - half4 texcoord : TEXCOORD0; - float3 normal : NORMAL; - }; - - struct vOutput - { - float4 pos : SV_POSITION; - fixed3 wirecoord : TEXCOORD1; - float3 lambert : TEXCOORD2; - }; - - vOutput vert(vInput i) - { - vOutput o; - - o.pos = UnityObjectToClipPos(i.vertex); - - o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y); - - float3 viewDir = normalize(WorldSpaceViewDir(i.vertex)); - float3 worldNormal = normalize(UnityObjectToWorldNormal(i.normal)); - o.lambert = saturate(dot(viewDir, worldNormal)); - - return o; - } - - fixed4 frag(vOutput i) : SV_Target - { - fixed4 outColor; - outColor.rgb = i.lambert * _Color; - outColor.a = 1.0; - - half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz)); - half3 smoothed = smoothstep(half3(0, 0, 0), width * _WireSize, i.wirecoord.xyz); - half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z); - - return lerp(lerp(outColor, _WireColor, _WireColor.a), outColor, wireAlpha); - } - - ENDCG - } //Pass - } //SubShader -} //Shader +Shader "UMotion Editor/Camera Lit" +{ + Properties + { + _Color("Main Color (RGB)", color) = (1, 1, 1, 1) + _WireColor("Wire Color (RGB) Trans (A)", color) = (0, 0, 0, 1) + _WireSize("Wire Size", Range(0, 4)) = 0.9 + } + + SubShader + { + Tags { "RenderType" = "Opaque" "IgnoreProjector"="True" } + LOD 100 + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + + #include "UnityCG.cginc" + + fixed4 _Color; + fixed4 _WireColor; + half _WireSize; + + struct vInput + { + float4 vertex : POSITION; + half4 texcoord : TEXCOORD0; + float3 normal : NORMAL; + }; + + struct vOutput + { + float4 pos : SV_POSITION; + fixed3 wirecoord : TEXCOORD1; + float3 lambert : TEXCOORD2; + }; + + vOutput vert(vInput i) + { + vOutput o; + + o.pos = UnityObjectToClipPos(i.vertex); + + o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y); + + float3 viewDir = normalize(WorldSpaceViewDir(i.vertex)); + float3 worldNormal = normalize(UnityObjectToWorldNormal(i.normal)); + o.lambert = saturate(dot(viewDir, worldNormal)); + + return o; + } + + fixed4 frag(vOutput i) : SV_Target + { + fixed4 outColor; + outColor.rgb = i.lambert * _Color; + outColor.a = 1.0; + + half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz)); + half3 smoothed = smoothstep(half3(0, 0, 0), width * _WireSize, i.wirecoord.xyz); + half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z); + + return lerp(lerp(outColor, _WireColor, _WireColor.a), outColor, wireAlpha); + } + + ENDCG + } //Pass + } //SubShader +} //Shader diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlit.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlit.shader index dc4654a9..50815eef 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlit.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlit.shader @@ -1,41 +1,41 @@ -Shader "UMotion Editor/Color Unlit" -{ - Properties - { - // Color property for material inspector, default to white - _Color ("Main Color", Color) = (1,1,1,1) - } - SubShader - { - Tags { "RenderType"="Opaque" "IgnoreProjector"="True" } - LOD 100 - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - // vertex shader - // this time instead of using "appdata" struct, just spell inputs manually, - // and instead of returning v2f struct, also just return a single output - // float4 clip position - float4 vert (float4 vertex : POSITION) : SV_POSITION - { - return UnityObjectToClipPos(vertex); - } - - // color from the material - fixed4 _Color; - - // pixel shader, no inputs needed - fixed4 frag () : SV_Target - { - return _Color; // just return it - } - ENDCG - } - } +Shader "UMotion Editor/Color Unlit" +{ + Properties + { + // Color property for material inspector, default to white + _Color ("Main Color", Color) = (1,1,1,1) + } + SubShader + { + Tags { "RenderType"="Opaque" "IgnoreProjector"="True" } + LOD 100 + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + // vertex shader + // this time instead of using "appdata" struct, just spell inputs manually, + // and instead of returning v2f struct, also just return a single output + // float4 clip position + float4 vert (float4 vertex : POSITION) : SV_POSITION + { + return UnityObjectToClipPos(vertex); + } + + // color from the material + fixed4 _Color; + + // pixel shader, no inputs needed + fixed4 frag () : SV_Target + { + return _Color; // just return it + } + ENDCG + } + } } \ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlitTransparent.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlitTransparent.shader index 536f40bc..de069c03 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlitTransparent.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlitTransparent.shader @@ -1,43 +1,43 @@ -Shader "UMotion Editor/Color Unlit Transparent" -{ - Properties - { - // Color property for material inspector, default to white - _Color ("Main Color", Color) = (1,1,1,1) - } - SubShader - { - Tags { "RenderType"="Transparent" "IgnoreProjector"="True" } - LOD 100 - ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - // vertex shader - // this time instead of using "appdata" struct, just spell inputs manually, - // and instead of returning v2f struct, also just return a single output - // float4 clip position - float4 vert (float4 vertex : POSITION) : SV_POSITION - { - return UnityObjectToClipPos(vertex); - } - - // color from the material - fixed4 _Color; - - // pixel shader, no inputs needed - fixed4 frag () : SV_Target - { - return _Color; // just return it - } - ENDCG - } - } +Shader "UMotion Editor/Color Unlit Transparent" +{ + Properties + { + // Color property for material inspector, default to white + _Color ("Main Color", Color) = (1,1,1,1) + } + SubShader + { + Tags { "RenderType"="Transparent" "IgnoreProjector"="True" } + LOD 100 + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + // vertex shader + // this time instead of using "appdata" struct, just spell inputs manually, + // and instead of returning v2f struct, also just return a single output + // float4 clip position + float4 vert (float4 vertex : POSITION) : SV_POSITION + { + return UnityObjectToClipPos(vertex); + } + + // color from the material + fixed4 _Color; + + // pixel shader, no inputs needed + fixed4 frag () : SV_Target + { + return _Color; // just return it + } + ENDCG + } + } } \ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader index 9e0fb815..37798944 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader @@ -1,70 +1,70 @@ -Shader "UMotion Editor/Unlit Dashed Line" -{ - Properties - { - _Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1) - _Thickness("Line Thikness", Range(0, 4)) = 0.9 - _DashFrequency("Dash Frequency", Range(0, 150)) = 100 - } - - SubShader - { - Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" "DisableBatching"="True" } - LOD 100 - - ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - Cull Off - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - - #include "UnityCG.cginc" - - fixed4 _Color; - half _Thickness; - half _DashFrequency; - - struct vInput - { - float4 vertex : POSITION; - half4 texcoord : TEXCOORD0; - }; - - struct vOutput - { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - vOutput vert(vInput i) - { - vOutput o; - - o.pos = UnityObjectToClipPos(i.vertex); - - o.uv = i.texcoord.xy; - o.uv.x *= length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z)); - - return o; - } - - fixed4 frag(vOutput i) : SV_Target - { - half2 mass = half2(sin(i.uv.x * _DashFrequency), i.uv.y); - - half2 width = abs(ddx(mass)) + abs(ddy(mass)); - half2 smoothed = smoothstep(half2(0, 0), width * _Thickness, mass.xy); - half alpha = max(smoothed.x, smoothed.y); - - return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha); - } - - ENDCG - } //Pass - } //SubShader -} //Shader +Shader "UMotion Editor/Unlit Dashed Line" +{ + Properties + { + _Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1) + _Thickness("Line Thikness", Range(0, 4)) = 0.9 + _DashFrequency("Dash Frequency", Range(0, 150)) = 100 + } + + SubShader + { + Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" "DisableBatching"="True" } + LOD 100 + + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + Cull Off + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + + #include "UnityCG.cginc" + + fixed4 _Color; + half _Thickness; + half _DashFrequency; + + struct vInput + { + float4 vertex : POSITION; + half4 texcoord : TEXCOORD0; + }; + + struct vOutput + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + vOutput vert(vInput i) + { + vOutput o; + + o.pos = UnityObjectToClipPos(i.vertex); + + o.uv = i.texcoord.xy; + o.uv.x *= length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z)); + + return o; + } + + fixed4 frag(vOutput i) : SV_Target + { + half2 mass = half2(sin(i.uv.x * _DashFrequency), i.uv.y); + + half2 width = abs(ddx(mass)) + abs(ddy(mass)); + half2 smoothed = smoothstep(half2(0, 0), width * _Thickness, mass.xy); + half alpha = max(smoothed.x, smoothed.y); + + return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha); + } + + ENDCG + } //Pass + } //SubShader +} //Shader diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader index 6c789116..29e1927d 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader @@ -1,63 +1,63 @@ -Shader "UMotion Editor/Unlit Line" -{ - Properties - { - _Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1) - _Thickness("Line Thikness", Range(0, 4)) = 0.9 - } - - SubShader - { - Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" } - LOD 100 - - ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - Cull Off - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - - #include "UnityCG.cginc" - - fixed4 _Color; - half _Thickness; - - struct vInput - { - float4 vertex : POSITION; - half4 texcoord : TEXCOORD0; - }; - - struct vOutput - { - float4 pos : SV_POSITION; - float uv_y : TEXCOORD0; - }; - - vOutput vert(vInput i) - { - vOutput o; - - o.pos = UnityObjectToClipPos(i.vertex); - o.uv_y = i.texcoord.y; - - return o; - } - - fixed4 frag(vOutput i) : SV_Target - { - half width = abs(ddx(i.uv_y)) + abs(ddy(i.uv_y)); - half alpha = smoothstep(0, width * _Thickness, i.uv_y); - - return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha); - } - - ENDCG - } //Pass - } //SubShader -} //Shader +Shader "UMotion Editor/Unlit Line" +{ + Properties + { + _Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1) + _Thickness("Line Thikness", Range(0, 4)) = 0.9 + } + + SubShader + { + Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" } + LOD 100 + + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + Cull Off + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + + #include "UnityCG.cginc" + + fixed4 _Color; + half _Thickness; + + struct vInput + { + float4 vertex : POSITION; + half4 texcoord : TEXCOORD0; + }; + + struct vOutput + { + float4 pos : SV_POSITION; + float uv_y : TEXCOORD0; + }; + + vOutput vert(vInput i) + { + vOutput o; + + o.pos = UnityObjectToClipPos(i.vertex); + o.uv_y = i.texcoord.y; + + return o; + } + + fixed4 frag(vOutput i) : SV_Target + { + half width = abs(ddx(i.uv_y)) + abs(ddy(i.uv_y)); + half alpha = smoothstep(0, width * _Thickness, i.uv_y); + + return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha); + } + + ENDCG + } //Pass + } //SubShader +} //Shader diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/VertexColorUnlit.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/VertexColorUnlit.shader index 6be5ffb1..f4535f98 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/VertexColorUnlit.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/VertexColorUnlit.shader @@ -1,32 +1,32 @@ -// Source: http://wiki.unity3d.com/index.php/VertexColorUnlit -Shader "UMotion Editor/Vertex Color Unlit" -{ - Properties - { - _MainTex ("Texture", 2D) = "white" {} - } - - Category - { - Tags { "RenderType"="Opaque" "IgnoreProjector"="True" } - Lighting Off - - BindChannels - { - Bind "Color", color - Bind "Vertex", vertex - Bind "TexCoord", texcoord - } - - SubShader - { - Pass - { - SetTexture [_MainTex] - { - Combine texture * primary DOUBLE - } - } - } - } +// Source: http://wiki.unity3d.com/index.php/VertexColorUnlit +Shader "UMotion Editor/Vertex Color Unlit" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" {} + } + + Category + { + Tags { "RenderType"="Opaque" "IgnoreProjector"="True" } + Lighting Off + + BindChannels + { + Bind "Color", color + Bind "Vertex", vertex + Bind "TexCoord", texcoord + } + + SubShader + { + Pass + { + SetTexture [_MainTex] + { + Combine texture * primary DOUBLE + } + } + } + } } \ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader index cd0db9b9..2a9c6879 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader @@ -1,65 +1,65 @@ -Shader "UMotion Editor/Wires Only" -{ - Properties - { - _Color("Main Color (RGB)", color) = (1, 1, 1, 1) - _Size("Wire Size", Range(0, 4)) = 0.9 - } - - SubShader - { - Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" } - LOD 100 - - ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - Cull Off - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - - #include "UnityCG.cginc" - - fixed4 _Color; - half _Size; - - struct vInput - { - float4 vertex : POSITION; - half4 texcoord : TEXCOORD0; - }; - - struct vOutput - { - float4 pos : SV_POSITION; - fixed3 wirecoord : TEXCOORD1; - }; - - vOutput vert(vInput i) - { - vOutput o; - - o.pos = UnityObjectToClipPos(i.vertex); - - o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y); - - return o; - } - - fixed4 frag(vOutput i) : SV_Target - { - half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz)); - half3 smoothed = smoothstep(half3(0, 0, 0), width * _Size, i.wirecoord.xyz); - half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z); - - return fixed4(_Color.xyz, 1 - wireAlpha); - } - - ENDCG - } //Pass - } //SubShader -} //Shader +Shader "UMotion Editor/Wires Only" +{ + Properties + { + _Color("Main Color (RGB)", color) = (1, 1, 1, 1) + _Size("Wire Size", Range(0, 4)) = 0.9 + } + + SubShader + { + Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" } + LOD 100 + + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + Cull Off + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + + #include "UnityCG.cginc" + + fixed4 _Color; + half _Size; + + struct vInput + { + float4 vertex : POSITION; + half4 texcoord : TEXCOORD0; + }; + + struct vOutput + { + float4 pos : SV_POSITION; + fixed3 wirecoord : TEXCOORD1; + }; + + vOutput vert(vInput i) + { + vOutput o; + + o.pos = UnityObjectToClipPos(i.vertex); + + o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y); + + return o; + } + + fixed4 frag(vOutput i) : SV_Target + { + half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz)); + half3 smoothed = smoothstep(half3(0, 0, 0), width * _Size, i.wirecoord.xyz); + half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z); + + return fixed4(_Color.xyz, 1 - wireAlpha); + } + + ENDCG + } //Pass + } //SubShader +} //Shader diff --git a/Assets/ThirdParty/UMotion/UMotionExamples/Miscellaneous/Scripts/ResetPosition.cs b/Assets/ThirdParty/UMotion/UMotionExamples/Miscellaneous/Scripts/ResetPosition.cs index a03ddf30..7595d386 100644 --- a/Assets/ThirdParty/UMotion/UMotionExamples/Miscellaneous/Scripts/ResetPosition.cs +++ b/Assets/ThirdParty/UMotion/UMotionExamples/Miscellaneous/Scripts/ResetPosition.cs @@ -1,25 +1,25 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class ResetPosition : MonoBehaviour -{ - public float distanceToReset = 5; - - private Vector3 startPosition; - - // Use this for initialization - void Start () - { - startPosition = transform.position; - } - - // Update is called once per frame - void Update () - { - if (Vector3.Distance(startPosition, transform.position) >= distanceToReset) - { - transform.position = startPosition; - } - } -} +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ResetPosition : MonoBehaviour +{ + public float distanceToReset = 5; + + private Vector3 startPosition; + + // Use this for initialization + void Start () + { + startPosition = transform.position; + } + + // Update is called once per frame + void Update () + { + if (Vector3.Distance(startPosition, transform.position) >= distanceToReset) + { + transform.position = startPosition; + } + } +} diff --git a/Assets/ThirdParty/VRM/VRM/UniVRM/Scripts/Format/VRMSpecVersion.cs.meta b/Assets/ThirdParty/VRM/VRM/UniVRM/Scripts/Format/VRMSpecVersion.cs.meta index 6e5da297..7c160b30 100644 --- a/Assets/ThirdParty/VRM/VRM/UniVRM/Scripts/Format/VRMSpecVersion.cs.meta +++ b/Assets/ThirdParty/VRM/VRM/UniVRM/Scripts/Format/VRMSpecVersion.cs.meta @@ -1,3 +1,3 @@ -fileFormatVersion: 2 -guid: 3c5b8467d0154d6da78a74ecae5f85e7 +fileFormatVersion: 2 +guid: 3c5b8467d0154d6da78a74ecae5f85e7 timeCreated: 1549016543 \ No newline at end of file -- cgit v1.1-26-g67d0