GameVsJam/3d Prototyp/Assets/UMotionEditor/Manual/RigHierarchy.html

264 lines
13 KiB
HTML
Raw Permalink Normal View History

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<link rel="shortcut icon" type="image/png" href="styles/UMotionFavicon.png" />
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>UMotion Manual - Rig Hierarchy</title>
<link rel="stylesheet" type="text/css" href="styles/theme_styles.css" media="screen">
<link rel="stylesheet" type="text/css" href="styles/treeview_styles.css" media="screen">
<link rel="stylesheet" type="text/css" href="styles/element_styles.css" media="screen">
</head>
<body>
<div class="header">
<div class="headerLogo">
<img src="styles/UMotionLogoHeader.png"></img>
</div>
<div class="headerBlueRight">
<a href="https://www.soxware.com" class="headerLink">soxware.com</a>
</div>
</div>
<div class="versionHeader">
<p class="versionText">Version: <b>1.29p03</b> </p>
</div>
<div class="leftContent">
<div class="leftContentInner">
<div class="leftContentHeadline">
UMotion Manual
</div>
<!-- Tree View -->
<ol class="tree">
<li class="file"><a href="UMotionManual.html">UMotion Manual</a></li>
<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
<li>
<label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
<ol>
<li>
<label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
<ol>
<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
</ol>
</li>
<li>
<label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
<ol>
<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
</ol>
</li>
<li>
<label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
<ol>
<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
</ol>
</li>
<li>
<label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
<ol>
<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
</ol>
</li>
</ol>
</li>
<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
<li>
<label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
<ol>
<li>
<label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
<ol>
<li class="file"><a href="MenuBarFile.html">File</a></li>
<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
<li class="file"><a href="MenuBarHelp.html">Help</a></li>
</ol>
</li>
<li class="file"><a href="Preferences.html">Preferences</a></li>
<li class="file"><a href="ImportExport.html">Import / Export</a></li>
<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
<li>
<label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
<ol>
<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
</ol>
</li>
<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
<li class="file"><a href="RootMotion.html">Root Motion</a></li>
<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
<li>
<label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
<ol>
<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
<li class="file"><a href="Curves.html">Curves View</a></li>
</ol>
</li>
<li class="file"><a href="Playback.html">Playback Navigation</a></li>
<li class="file"><a href="Layers.html">Layers</a></li>
</ol>
</li>
<li>
<label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" />
<ol>
<li>
<label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" checked id="ConfigMode" />
<ol>
<li>
<label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink"><b><u>Rig Hierarchy</u></b></a></label> <input type="checkbox" checked id="RigHierarchy" />
<ol>
<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
</ol>
</li>
<li class="file"><a href="Configuration.html">Configuration</a></li>
<li class="file"><a href="ConfigDisplay.html">Display</a></li>
</ol>
</li>
<li>
<label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
<ol>
<li class="file"><a href="Tools.html">Tools</a></li>
<li class="file"><a href="Channels.html">Channels</a></li>
<li class="file"><a href="Selection.html">Selection</a></li>
<li class="file"><a href="PoseDisplay.html">Display</a></li>
<li class="file"><a href="Animation.html">Animation</a></li>
</ol>
</li>
<li>
<label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" id="Constraints" />
<ol>
<li class="file"><a href="InverseKinematics.html">Inverse Kinematics</a></li>
<li class="file"><a href="ChildOf.html">Child-Of</a></li>
<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
</ol>
</li>
<li class="file"><a href="Options.html">Options</a></li>
<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
</ol>
</li>
<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
<li class="file"><a href="Support.html">Support / FAQ</a></li>
<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
<li class="file"><a href="Credits.html">Credits</a></li>
</ol>
</div>
</div>
<div class="mainContent">
<div class="mainContentInner">
<h1 class="headline1" id="">Rig Hierarchy</h1><p class="textBlock">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.</p><img src="images/PoseEditorRigHierarchy.png" class="image"></img>
<p class="imageText">Config Mode - Rig Hierarchy</p><h2 class="headline2" id="">Adding a New Rig</h2><p class="textBlock">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.</p><img src="images/CreateConfigurationDialog.png" class="image"></img>
<p class="imageText">New Rig Dialog</p><p class="textBlock">By clicking on <b>Create Configuration</b> those joints/transforms are automatically added to the project.</p><h2 class="headline2" id="">Icon Description</h2><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">Icon</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell"><img src="images/TransformIcon.png"></img></td>
<td class="themeTableCell">Indicates that this is a transform.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell"><img src="images/BoneIcon.png"></img></td>
<td class="themeTableCell">Indicates that this is a generic joint/bone. Bones are a special case of transforms that manipulate parts of the GameObject's mesh. Generic bones can also appear in humanoid character rigs but they are locked by default. Animating generic bones in humanoid projects is possible but not recommended, as generic bones can't be retargeted.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell"><img src="images/HumanoidIcon.png"></img></td>
<td class="themeTableCell">Indicates that this is a humanoid bone. Humanoid characters have some kind of a predefined anatomy. Bones that match this anatomy will be converted into muscles when exporting the animation. This allows retargeting the animation to share it across different characters. Humanoid bones can't be scaled or moved (only rotated).</td>
</tr>
</table><h2 class="headline2" id="">Buttons</h2><ul class="listMain">
<li class="listItem"><span class="listText">By clicking on the arrow symbol next to each joint/transform in the Rig Hierarchy its children are shown/hidden. By holding <span class="keyboardKey">ALT</span> when clicking on the arrow symbol, all child items are expanded or collapsed.</span></li>
<li class="listItem"><span class="listText">The <b>Expand All</b> and <b>Collapse All</b> buttons expand or collapse every item in the Rig Hierarchy view.</span></li>
<li class="listItem"><span class="listText">By clicking on the <b>Mirror Mapping</b> button the mirror mapping configuration dialog is shown. More information: <a href="MirrorMapping.html" class="link">Mirror Mapping</a></span></li>
<li class="listItem"><span class="listText">By clicking on the <b>IK Setup Wizard</b> a window is opened that helps creating Inverse Kinematic Rigs in just a few clicks. More information: <a href="IKSetupWizard.html" class="link">IK Setup Wizard</a></span></li>
<li class="listItem"><span class="listText">By clicking on the <b>Add</b> 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.</span></li>
<li class="listItem"><span class="listText">By clicking on the <b>Remove</b> 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).</span></li>
</ul><h2 class="headline2" id="">Custom Joints/Transforms</h2><p class="textBlock">Custom joints/transforms are displayed with an aqua color in the Rig Hierarchy. They are useful for creating advanced inverse kinematics rigs.</p><h2 class="headline2" id="">Missing Joints/Transforms</h2><p class="textBlock">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 <b>Cleanup</b> button, all those unused joints/transforms and all according key frames can be deleted.</p><img src="images/ClipEditorCleanup.png" class="image"></img>
<p class="imageText">Cleanup</p>
<div class="mainContentFooter">
<p class="textBlock" style="float:left">Copyright © 2017 - 2021 Soxware Interactive ALL RIGHTS RESERVED</p>
<p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
</div>
</div>
</div>
</body>
</html>