Ein Bisschen mehr Geilheit, achso und uMotion installiert

This commit is contained in:
Simon Lübeß 2024-04-08 12:34:21 +02:00
parent 8c1bb33bdf
commit f3e3868ef1
617 changed files with 676579 additions and 62 deletions

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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<title>UMotion Manual - Animated Properties List</title>
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<a href="https://www.soxware.com" class="headerLink">soxware.com</a>
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<p class="versionText">Version: <b>1.29p03</b> </p>
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UMotion Manual
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<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>
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<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>
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<h1 class="headline1" id="">Animated Properties List</h1><p class="textBlock">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.</p><img src="images/ClipEditorAnimatedPropertiesList.png" class="image"></img>
<p class="imageText">Clip Editor - Animated Properties List</p><ul class="listMain">
<li class="listItem"><span class="listText">The icon on the left of each animated property indicates the property type.</span></li>
<li class="listItem"><span class="listText">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 <b>':'</b>.</span></li>
<li class="listItem"><span class="listText">The orange <b>RM</b> indicates that the animated property is driven by <a href="RootMotion.html" class="link">Root Motion</a>.</span></li>
<li class="listItem"><span class="listText">Thru a <span class="keyboardKey">context click</span> on the property or by <span class="keyboardKey">left clicking</span> the gear icon the settings context menu is opened.</span></li>
<li class="listItem"><span class="listText">When holding <span class="keyboardKey">Alt</span> while <span class="keyboardKey">left clicking</span> on a property the appropriate bone/transform gets selected in the Scene View.</span></li>
</ul><h3 class="headline3" id="ContextMenu">Context Menu</h3><img src="images/ClipEditorPropertyContextMenu.png" class="image"></img>
<p class="imageText">Animated Property Context Menu</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">Menu Item</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Root Motion</td>
<td class="themeTableCell">Enables/disables root motion for the animated property (only available for position and rotation properties, more information below).</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Rotation Mode</td>
<td class="themeTableCell">Selects the <a href="RotationModes.html" class="link">Rotation Mode</a> for the animated property (only available for rotation properties). If multiple animated properties are selected, this will affect all rotation properties in the selection.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Select all Keys</td>
<td class="themeTableCell">Selects keys of the animated property in the Dopesheet/Curves view.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Select in Scene</td>
<td class="themeTableCell">Selects the appropriate bone/transform in the Scene View. </td>
</tr>
</table><h3 class="headline3" id="">Warning Icon</h3><p class="textBlock">If an animated property is not available in the current selected animated GameObject it is displayed in yellow together with a warning icon.</p><img src="images/MissingAnimatedProperty.png" class="image"></img>
<p class="imageText">Missing Animated Property</p><h2 class="headline2" id="">Animated Properties List Footer</h2><p class="textBlock">The footer of the Animated Properties List displays summary information of the current animation clip.</p><img src="images/ClipEditorFooter.png" class="image"></img>
<p class="imageText">Footer</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>
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UMotion Manual
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<h1 class="headline1" id="">Animation</h1><p class="textBlock">Tools for adding keys to the current animation clip.</p><img src="images/PoseEditorAnimation.png" class="image"></img>
<p class="imageText">Pose Mode - Animation</p><h2 class="headline2" id="">Key Selected</h2><p class="textBlock">Creates keys for the selected joints/transforms at the current frame. When clicked, a context menu appears providing the following options:</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">Menu Item</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Key All Modified</td>
<td class="themeTableCell">Keys all properties of the selected joints/transforms that have modifications.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Key All</td>
<td class="themeTableCell">Keys all properties of the selected joints/transforms.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Key Position</td>
<td class="themeTableCell">Keys all position properties of the selected joints/transforms.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Key Rotation</td>
<td class="themeTableCell">Keys all rotation properties of the selected joints/transforms.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Key Scale</td>
<td class="themeTableCell">Keys all scale properties of the selected joints/transforms.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Key Constraints</td>
<td class="themeTableCell">Only visible if a selected joint/transform has a constraint applied.</td>
</tr>
</table><h2 class="headline2" id="">Key Dialog</h2><p class="textBlock">Opens a dialog window that shows a list of all animated properties with filtering options to choose which animated properties should be keyed.</p><img src="images/AddKeysDialog.png" class="image"></img>
<p class="imageText">Add Keys Dialog Window</p><h3 class="headline3" id="">Filter</h3><p class="textBlock">When a filter is enabled (button is highlighted) the appropriate properties are visible in the list.</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">Filter</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Position</td>
<td class="themeTableCell">When enabled position properties are visible in the list.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Rotation</td>
<td class="themeTableCell">When enabled rotation properties are visible in the list.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Scale</td>
<td class="themeTableCell">When enabled scale properties are visible in the list.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Constraint</td>
<td class="themeTableCell">When enabled properties of constraints are visible in the list.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Not Modified</td>
<td class="themeTableCell">When enabled properties that don't have modifications are visible in the list.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Not Keyed</td>
<td class="themeTableCell">When enabled properties that have no key in the current animation clip are visible in the list.</td>
</tr>
</table><h3 class="headline3" id="">Buttons</h3><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">UI Element</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Select All</td>
<td class="themeTableCell">Selects every animated property currently visible in the list.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Deselect All</td>
<td class="themeTableCell">Deselects every animated property.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Abort</td>
<td class="themeTableCell">Closes the dialog window without adding keys to the animation clip.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Add Keys</td>
<td class="themeTableCell">Adds key for all selected animated properties to the animation clip at the current frame and closes the dialog window.</td>
</tr>
</table><h2 class="headline2" id="">Auto Key</h2><p class="textBlock">Auto key updates/creates keys automatically at the current frame when a property is changed. Changes can be made via the <a href="Tools.html" class="link">Pose Tools</a> in the Scene View, by manipulating values directly in the <a href="Channels.html" class="link">Channels View</a> or any other function that manipulates a properties current value.</p><p class="textBlock">There are 3 different auto key modes:</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">Mode</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Off</td>
<td class="themeTableCell">No automatic keying. Keys need to be created and updated manually.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Update</td>
<td class="themeTableCell">Automatically updates the value of an existing key at the current frame.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Generate</td>
<td class="themeTableCell">Automatically creates a new key or updates the value of an existing key at the current frame.</td>
</tr>
</table>
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<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>
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<h1 class="headline1" id="">Channels</h1><p class="textBlock">The Channels List displays all channels of the current selected joints/transforms:</p><ul class="listMain">
<li class="listItem"><span class="listText">Position channels</span></li>
<li class="listItem"><span class="listText">Rotation channels</span></li>
<li class="listItem"><span class="listText">Scale channels</span></li>
<li class="listItem"><span class="listText">Constraint channels</span></li>
</ul><img src="images/PoseEditorChannels.png" class="image"></img>
<p class="imageText">Pose Mode - Channels</p><p class="textBlock">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.</p><p class="textBlock">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 <a href="RotationModes.html#QuaternionInterpolation" class="link">Quaternion</a> or <a href="RotationModes.html#Progressive" class="link">Progressive Quaternion</a>).</p><p class="textBlock">If a channel value is modified but not keyed, it is displayed with the <b>modified color</b> set in the <a href="Options.html" class="link">Options</a> (default: Red).</p><p class="textBlock">By right clicking on the channel name, a context menu appears with several options:</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">Menu Item</th>
<th class="themeTableHeader">Description</th>
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<td class="themeTableCell">Reset Channel</td>
<td class="themeTableCell">Resets the not keyed modification of the channel (e.g. localPosition.x).</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Reset Property</td>
<td class="themeTableCell">Resets the not keyed modifications of every channel of the property (e.g. localPosition.x, localPosition.y and localPosition.z).</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Zero Property</td>
<td class="themeTableCell">Resets every channel of the property to zero (e.g. localPosition.x, localPosition.y and localPosition.z).</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Key Channel</td>
<td class="themeTableCell">Creates a key for the channel that was clicked at the current frame (e.g. localPosition.x). This is only possible if <b>Chain Neighbour Keys</b> is disabled in the <a href="ProjectSettings.html" class="link">Project Settings</a>.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Key Property</td>
<td class="themeTableCell">Creates keys for every channel value of the property (e.g. localPosition.x, localPosition.y and localPosition.z).</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Select Property in Clip Editor</td>
<td class="themeTableCell">Selects the property in the <a href="AnimatedPropertiesList.html" class="link">Animated Properties List</a> in the Clip Editor.</td>
</tr>
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<td class="themeTableCell">Select Property Keys in Clip Editor</td>
<td class="themeTableCell">Selects the property and all keys at the current position of the frame cursor in the Clip Editor.</td>
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<h1 class="headline1" id="">Child-Of <span class="professionalTag">Professional</span></h1><p class="textBlock">With the Child-Of Constraint it is possible to change the parent of a joint/transform during an animation. This is useful for <b>pick-up</b>, <b>throwing</b> or <b>gun reloading</b> animations.</p><p class="textBlock">A child-of constraint can only be assigned to joints/transforms that are within the animated character's/object's hierarchy. This is because animations in Unity can only address and manipulate joints/transforms that are a child of the Animator component that is playing the animation. In case of picking up stuff from the scene, a common approach to circumvent this limitation is by using an empty transform as "mount point". The mount point is part of your character's hierarchy and can thus be manipulated by the animation. A custom script triggered by an animation event is using "Transform.SetParent()" to make picked up objects a child of the mount point at runtime.</p><p class="textBlock">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.</p><p class="textBlock">Only one Child-Of Constraint can be added per joint/transform.</p><h2 class="headline2" id="">Dealing With Spaces</h2><p class="textBlock">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.</p><p class="textBlock">When changing the parent within an animation (either by keying the <b>Parent</b> or the <b>IK Pinning</b> 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.</p><p class="textBlock">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.</p><img src="images/IKPinning2Keys.png" class="image"></img>
<p class="imageText">Child-Of Changing Parent - 2 position/rotation keys are necessary</p><img src="images/ChildOfSpacesCurve.png" class="image"></img>
<p class="imageText">Child-Of Changing Parent - Position curve in different spaces</p><p class="textBlock">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.</p><p class="textBlock">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.</p><h3 class="headline3" id="">Updating Position/Rotation Keys</h3><p class="textBlock">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 <b>Parent</b> or <b>IK Pinned</b> property and click on <b>Update Position and Rotation Keys</b>. 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 <b>Parent</b> or <b>IK Pinned</b> property has a key or one frame before.</p><img src="images/ChildOfChannelsContext.png" class="image"></img>
<p class="imageText">Child-Of Parent Channel - Context Menu</p><p class="textBlock">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.</p><h2 class="headline2" id="">Setup</h2><img src="images/ChildOfConstraintSetup.png" class="image"></img>
<p class="imageText">Child-Of Constraint - Setup</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">UI Element</th>
<th class="themeTableHeader">Description</th>
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<td class="themeTableCell" style="white-space: nowrap;">IK Pinning Mode</td>
<td class="themeTableCell">The IK Pinning Mode can be enabled on the IK handle to extend the <a href="InverseKinematics.html" class="link">Inverse Kinematics Constraint</a> with pinning functionality. In this mode the Parent property of the Child-Of constraint is replaced by an IK Pinning toggle (on/off) property (see below).
</br></br>
When an IK handle is pinned its parent is changed to be the root GameObject thus making it stay at its current position even if other bones are moved. When not being pinned the regular parent of the IK handle is used. Thus it is recommended to use the parent bone of the IK chain as IK handle parent (e.g. for the "IK_Left_Hand" the parent should be "LeftShoulder" or for the "IK_Left_Foot" the parent should be the "Hips").
</br></br>
The <a href="IKSetupWizard.html" class="link">IK Setup Wizard</a> is automatically setting up the IK pinning.
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</table><h2 class="headline2" id="AnimatedProperties">Animated Properties</h2><table class="themeTable">
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<td class="themeTableCell" style="white-space: nowrap;">Parent</td>
<td class="themeTableCell">Selects a new parent. If none is selected, its original parent is used.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">IK Pinned</td>
<td class="themeTableCell">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.</td>
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<h1 class="headline1" id="">Clip Editor</h1><p class="textBlock">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.</p><p class="textBlock">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.</p><img src="images/ClipEditor.png" class="image"></img>
<p class="imageText">UMotion Clip Editor</p>
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<div class="mainContentInner">
<h1 class="headline1" id="">Clip Settings</h1><img src="images/ClipSettings.png" class="image"></img>
<p class="imageText">Clip Settings Window</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">UI Element</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Name</td>
<td class="themeTableCell">The name of the clip.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Framerate</td>
<td class="themeTableCell">The current framerate in frames per second (default: 60). Changing the framerate does not adjust the keys/animation events. In order to maintain the same speed/duration of the animation clip, use the box tool (i.e. the blue bars next to selected keys/events in the dopesheet) to scale all keys/events accordingly (e.g. changing framerate from 30fps to 60fps means that the keys need to be scaled up by a factor of 2).</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Clip Length</td>
<td class="themeTableCell">Shows the total clip length in frames and seconds (read only).</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Loop Clip</td>
<td class="themeTableCell">When enabled, the exported clips loop flag will be set. This will loop the clip when added to an animator controller. Furthermore the <a href="DopesheetCurves.html" class="link">auto/clamped auto tangent mode</a> is changed in such a way, that the first and last key's tangent loop seamlessly.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Generate Root Motion Curves</td>
<td class="themeTableCell">When enabled, UMotion will generate the root motion curves for humanoid *.anim files directly instead of Unity. Use the settings below instead of the settings usually shown in the Inspector of the exported *.anim file. Not supported for projects of type generic or when exporting to *.FBX.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Root Transform Rotation - Bake Into Pose</td>
<td class="themeTableCell">Bakes the root motion rotation into the animation. That means that when the animation loops, the character's rotation will be reset to the starting rotation.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Root Transform Position (Y) - Bake Into Pose</td>
<td class="themeTableCell">Bakes the root motion y position into the animation. That means that when the animation loops, the character's y position will be reset to the starting value.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Root Transform Position (XZ) - Bake Into Pose</td>
<td class="themeTableCell">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.</td>
</tr>
</table>
<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>
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<p class="versionText">Version: <b>1.29p03</b> </p>
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UMotion Manual
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<h1 class="headline1" id="">Display</h1><p class="textBlock">Settings for the visualization of the rig in the Scene View. Can be used to show and hide various things.</p><img src="images/PoseEditorDisplay.png" class="image"></img>
<p class="imageText">Config Mode - Display</p><table class="themeTable">
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<th class="themeTableHeader">UI Element</th>
<th class="themeTableHeader">Description</th>
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<td class="themeTableCell" style="white-space: nowrap;">Rig Layer</td>
<td class="themeTableCell">Shows/hides the rig layers. There are 2 rig layers: The <b>Forward Kinematics</b> rig layer and the <b>Inverse Kinematics</b> rig layer.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Bone Style</td>
<td class="themeTableCell">The style in which bones and transforms are rendered.
<ul class="listMain">
<li class="listItem"><span class="listText">Solid will display bones and transforms with solid shapes.</span></li>
<li class="listItem"><span class="listText">Stick displays the bones as thin sticks.</span></li>
<li class="listItem"><span class="listText">Wireframe displays only the outlines of the solid shapes.</span></li>
</ul>
</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Bones</td>
<td class="themeTableCell">Shows/hides all bones in the Scene View.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Transforms</td>
<td class="themeTableCell">Shows/hides all transforms in the Scene View.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Names</td>
<td class="themeTableCell">Shows/hides the names of all bones/transforms in the Scene View.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Tool Assistant</td>
<td class="themeTableCell">Shows/hides the <a href="ToolAssistant.html" class="link">Tool Assistant</a>. 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.</td>
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</table>
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<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>
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<p class="versionText">Version: <b>1.29p03</b> </p>
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UMotion Manual
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<h1 class="headline1" id="">Config Mode</h1><p class="textBlock">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.</p><p class="textBlock">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.</p><img src="images/JointBoneNamingDefinition.png" class="image"></img>
<p class="imageText">Joints / Bones</p><p class="textBlock">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 <b>skinned</b>. 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.</p><p class="textBlock">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.</p>
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<h1 class="headline1" id="">Configuration</h1><h2 class="headline2" id="ReferencePose">Reference Pose</h2><p class="textBlock">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 <a href="InverseKinematics.html" class="link">Inverse Kinematics Constraint</a>.</p><img src="images/PoseEditorConfigurationRefPose.png" class="image"></img>
<p class="imageText">Config Mode - Reference Pose</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">UI Element</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Pivot</td>
<td class="themeTableCell">The pivot mode changes the orientation of the move, rotate and scale tool. It can either by aligned to the global coordinate system of the scene or the local coordinate system of the current selected joint/transform.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Select Tool</td>
<td class="themeTableCell">The select tool allows selecting joints/transforms. Selecting is also possible with every other tool, but the select tool displays no tool handle. This is useful as the tool handle often occludes the joint/transform that should be selected. To select a joint/transform it needs to be clicked with the <span class="keyboardKey">left mouse button</span>.
</br>
</br>When holding <span class="keyboardKey">CONTROL</span> while clicking, previous selected joints/transform stay selected.
</br>
</br>When holding <span class="keyboardKey">SHIFT</span> while clicking all children of the clicked joint/transform are selected.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Move Tool</td>
<td class="themeTableCell">With the move tool the position of a joint/transform can be changed.
</br>
</br><span class="keyboardKey">SHIFT</span> enables the free move mode where movement can be performed freely in all 3 dimensions.
</br>
</br>Joints (bones) are usually not modified with this tool.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Rotate Tool</td>
<td class="themeTableCell">With the rotate tool the orientation of a joint/transform can be changed.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Scale Tool</td>
<td class="themeTableCell">With the scale tool the local scale of a joint/transform can be changed. The scale tool only supports the local pivot mode.
</br>
</br>Joints (bones) are usually not modified with this tool.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Apply Bind Pose</td>
<td class="themeTableCell">This will reset all bones to the pose in which they have been skinned in the 3D modeling application (usually the T-Pose). Transforms are not affected by this function.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Apply Scene Pose</td>
<td class="themeTableCell">This will reset all bones and transforms to the pose the animated GameObject had before it was applied to the Pose Editor.</td>
</tr>
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<td class="themeTableCell" style="white-space: nowrap;">Reset Modifications</td>
<td class="themeTableCell">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 <a href="Options.html" class="link">Options</a>).</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Clear Local/Global Transforms</td>
<td class="themeTableCell">Zeroes the local or global transforms of the selected joints/transforms depending on the selected pivot mode. A context menu will popup to choose which transform properties (position, rotation or scale) should be cleared.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Save Reference Pose</td>
<td class="themeTableCell">Saves the current pose as reference pose. This saves all modifications.</td>
</tr>
</table><h2 class="headline2" id="Properties">Properties</h2><p class="textBlock">This category allows modifying all properties of a joint/transform. Multi editing is supported (when multiple joints/transforms are selected).</p><img src="images/PoseEditorConfigurationProperties.png" class="image"></img>
<p class="imageText">Config Mode - Properties</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">UI Element</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Name</td>
<td class="themeTableCell">The name of the selected joint/transform. Can only be modified for custom joints/transforms. It is not allowed to have joints/transforms that are siblings in the hierarchy with the same name.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Type</td>
<td class="themeTableCell">The type of the selected joint/transform. It can be changed from custom joint to custom transform or vice versa. Only possible for custom joints/transforms.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Visibility</td>
<td class="themeTableCell">
The visibility of the selected bone/transform.
<ul class="listMain">
<li class="listItem"><span class="listText">Show: The bone/transform is visible in the Scene View and in the Animated Properties List.</span></li>
<li class="listItem"><span class="listText">Hide: The bone/transform is invisible in the Scene View but is visible in the Animated Properties List. It can be selected via the Unity Hierarchy window and is editable with all tools.</span></li>
<li class="listItem"><span class="listText">Lock: The bone/transform is invisible in the Scene View and in the Animated Properties List. Constraints of that bone/transform are not executed but it can still be targeted by a constraint of a different bone/transform. All tools are locked for this bone/transform allowing no direct manipulation of its position, rotation or scale. If its position, rotation or scale is affected by a constraint of a different bone/transform the changes will also end up in the exported animation.</span></li>
</ul>
Generic bones that are a parent of a humanoid bone are always locked. This is due to the fact that Unity's animation system doesn't support animating generic bones that have a humanoid bone as a child. Animating generic bones in humanoid project is only possible if the bone fullfills the following two conditions:
<ul class="listMain">
<li class="listItem"><span class="listText">The bone has no humanoid bone as a child.</span></li>
<li class="listItem"><span class="listText">The bone itself is a child of a humanoid bone (e.g. of the hips bone).</span></li>
</ul>
</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Shape</td>
<td class="themeTableCell">
This option is only available for transforms. Defines the shape that is used to visualize a transform.
<ul class="listMain">
<li class="listItem"><span class="listText">Solid: Draws the transform as solid cube with a croshair in its center.</span></li>
<li class="listItem"><span class="listText">Wire Cube: Draws the transform as wire cube. Default for IK handles created with the IK Setup Wizard.</span></li>
<li class="listItem"><span class="listText">Wire Sphere: Draws the transform as wire sphere. Default for IK pole targets created with the IK Setup Wizard.</span></li>
</ul>
</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Size</td>
<td class="themeTableCell">The size of the bone/transform in the scene view.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Parent</td>
<td class="themeTableCell">The parent of the selected joint/transform. Can only be changed for custom joints/transforms.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Parent Link</td>
<td class="themeTableCell">The style in which the connection to the joint's/transform's parent is visualized.
<ul class="listMain">
<li class="listItem"><span class="listText">Solid: Only available for bones. Draws a solid bone.</span></li>
<li class="listItem"><span class="listText">Dashed: Draws a dashed line.</span></li>
<li class="listItem"><span class="listText">Hidden: Draws no connection.</span></li>
</ul>
</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Properties</td>
<td class="themeTableCell">Defines 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.
</td>
</tr>
</table><h2 class="headline2" id="Constraints">Constraints</h2><p class="textBlock">Constraints are components that add advanced functionality to joints/transforms.</p><img src="images/PoseModeConstraints.png" class="image"></img>
<p class="imageText">Config Mode - Constraints</p><p class="textBlock">A joint/transform needs to be selected (either in the Rig Hierarchy or in the Scene View). By clicking on the <b>Add Constraint</b> 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.</p><p class="textBlock">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.</p><p class="textBlock">Constraints are only executed in Pose Mode.</p><p class="textBlock"><b>Tip:</b> Holding <span class="keyboardKey">Alt</span> while clicking on constraint's foldout arrow folds/unfolds all constraints.</p><p class="textBlock">The various constraints are covered in an own chapter: <a href="Constraints.html" class="link">Constraint System</a></p>
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<h1 class="headline1" id="">Constraint System</h1><p class="textBlock">Constraints are powerful components which add advanced functionality to joints and transforms. Each component is described in its own sub-chapter.</p><h2 class="headline2" id="">Adding Constraints</h2><p class="textBlock">Constraints can be added to any joint/transform in Config Mode (see <a href="ConfigMode.html#Constraints" class="link">Config Mode - Constraints</a>)</p>
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<h1 class="headline1" id="">Credits</h1><p class="textBlock">UMotion was brought to you by Peter Soxberger.</p><img src="images/SoxwareLogo.png" class="imageNoBorder"></img></br></br></br></br><h2 class="headline2" id="">Special thanks to:</h2><p class="textBlock">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:</br></br></p><p class="textBlock">Sonny (aka Mecanim.Dev) Myette
</br></br>David Green (<a href="http://www.beebyte.co.uk/" class="link">Beebyte</a>)
</br></br>Pärtel Lang (<a href="http://root-motion.com/" class="link">Rootmotion</a>)
</br></br>Christian Stacher
</br></br>Manuel (aka Malbers) Alberto Avila Solarana
</br></br>Richard (aka Uvavoo) Szydelko
</br></br>Michael (aka Mika_Do) Dohou
</br></br>
</br></br></p><h2 class="headline2" id="">LZF</h2><p class="textBlock">Improved version to C# LibLZF Port:
</br>Copyright (c) 2010 Roman Atachiants &ltkelindar@gmail.com&gt
</br>
</br>Original CLZF Port:
</br>Copyright (c) 2005 Oren J. Maurice &ltoymaurice@hazorea.org.il&gt
</br>
</br>Original LibLZF Library & Algorithm:
</br>Copyright (c) 2000-2008 Marc Alexander Lehmann &ltschmorp@schmorp.de&gt
</br>
</br>Redistribution and use in source and binary forms, with or without modifica-
</br>tion, are permitted provided that the following conditions are met:
</br>
</br> 1. Redistributions of source code must retain the above copyright notice,
</br> this list of conditions and the following disclaimer.
</br>
</br> 2. Redistributions in binary form must reproduce the above copyright
</br> notice, this list of conditions and the following disclaimer in the
</br> documentation and/or other materials provided with the distribution.
</br>
</br> 3. The name of the author may not be used to endorse or promote products
</br> derived from this software without specific prior written permission.
</br>
</br>THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
</br>WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MER-
</br>CHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
</br>EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPE-
</br>CIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
</br>PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
</br>OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
</br>WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTH-
</br>ERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
</br>OF THE POSSIBILITY OF SUCH DAMAGE.
</p><h2 class="headline2" id="">Autodesk® FBX®</h2><p class="textBlock">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.</p><h2 class="headline2" id="">Eigen</h2><p class="textBlock">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.
</br>You can optian a copy of the MPL at: <a href="http://mozilla.org/MPL/2.0/" class="link">http://mozilla.org/MPL/2.0/</a>.
</br>You can optain a copy of the Eigen source code at: <a href="http://eigen.tuxfamily.org/" class="link">http://eigen.tuxfamily.org/</a>.</p>
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<h1 class="headline1" id="">Curves View</h1><img src="images/ClipEditorCurveView.png" class="image"></img>
<p class="imageText">Curves View with 2 selected properties</p><p class="textBlock">The Curves View displays the curves of a selected animated property. It is also possible to select multiple animated properties.</p><p class="textBlock">The selected animated properties automatically expand in the animated properties list showing all channels that are related to the specific property.</p><ul class="listMain">
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</ul><p class="textBlock">Selected keys can be dragged making it possible to change the frame and value of a key. When holding <span class="keyboardKey">SHIFT</span> while dragging a key only the value is changed. When holding <span class="keyboardKey">ALT</span> while dragging only the key's frame is changed.</p><p class="textBlock">If the <b>Chain Neighbor Keys</b> option is selected in the <a href="ProjectSettings.html" class="link">Project Settings</a> (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.</p><p class="textBlock">If an animated property is set to <a href="RotationModes.html#QuaternionInterpolation" class="link">Quaternion Interpolation</a> 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.</p><p class="textBlock">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.</p><img src="images/CurvesViewTangentHandle.png" class="image"></img>
<p class="imageText">Tangent Handle</p>
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<h1 class="headline1" id="">Custom Property</h1><p class="textBlock">The Custom Property makes it possible to add new properties to a joint/transform. It has 3 different operating modes:</p><ul class="listMain">
<li class="listItem"><span class="listText"><a href="CustomProperty.html#Controller" class="link">Controller</a></span></li>
<li class="listItem"><span class="listText"><a href="CustomProperty.html#ComponentProperty" class="link">Component Property</a></span></li>
<li class="listItem"><span class="listText"><a href="CustomProperty.html#AnimatorParameter" class="link">Animator Parameter</a></span></li>
</ul><p class="textBlock">Custom Properties appear in the Clip Editor's <a href="AnimatedPropertiesList.html" class="link">Animated Properties List</a> and in the Pose Editor's <a href="Channels.html" class="link">Channels List</a>. 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.</p><p class="textBlock">Multiple Custom Property Constraints can be added per joint/transform but the name must be unique within the same joint/transform.</p><p class="textBlock"><b>Tip:</b> Most settings of the Custom Property Constraint have the option to be mass applied. <span class="keyboardKey">context click</span> 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.</p><img src="images/CustomPropertyConstraintMassApply.png" class="image"></img>
<p class="imageText">Apply setting to all</p><h2 class="headline2" id="Controller">Controller</h2><p class="textBlock">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 <b>FK/IK Blend</b> properties should be controlled at the same time).</p><p class="textBlock">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.</p><p class="textBlock">The driven property is set to read only. It can't be manipulated with a <a href="Tools.html" class="link">Pose Editor Tool</a> or in the <a href="Curves.html" class="link">Curves View</a> of the Clip Editor.</p><h3 class="headline3" id="">Setup</h3><img src="images/CustomPropertyConstraintControllerSetup.png" class="image"></img>
<p class="imageText">Custom Property Constraint - Controller Setup</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">UI Element</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Name</td>
<td class="themeTableCell">The name of the Custom Property.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Driven</td>
<td class="themeTableCell">A list of joint/transforms whose properties should be controlled by this Custom Property.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Channel</td>
<td class="themeTableCell">The channel that should be controlled by the custom property. Only floating point channels are supported. The selected channel will be set in read-only mode in the driven joints/transforms.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Scaling</td>
<td class="themeTableCell">Enables/Disables scaling of the Custom Property input value.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Constrain Input</td>
<td class="themeTableCell">Enables/Disables limiting of the Custom Property input value.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Input Min/Max</td>
<td class="themeTableCell">Only visible when Scaling or <b>Constrain Input</b> is enabled. Defines the input range of the Custom Property (i.e. the driver). If Constrain Input is enabled, the limits can't be exceeded. If Scaling is enabled, those values are used for scaling (the Driver min value will map to the Driven min value etc.).</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Driven Min/Max</td>
<td class="themeTableCell">Only visible when <b>Scaling</b> is enabled. Defines to which values the Custom Property input values should be scaled to when being applied to the driven property.</td>
</tr>
</table><h2 class="headline2" id="ComponentProperty">Component Property</h2><p class="textBlock">In this operating mode a Custom Property is used to animate a property of a component (MonoBehaviour) of the animated GameObject.</p><p class="textBlock">Typical use cases are:</p><ul class="listMain">
<li class="listItem"><span class="listText">Animating <a href="https://docs.unity3d.com/Manual/BlendShapes.html" class="link">Blend Shape</a> weights (e.g. for animating facial expressions)</span></li>
<li class="listItem"><span class="listText">Animating the collider size (e.g. reducing the height while crouching)</span></li>
<li class="listItem"><span class="listText">Animating a Light component's intensity property for a gun fire animation</span></li>
<li class="listItem"><span class="listText">...</span></li>
</ul><p class="textBlock">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.</p><p class="textBlock">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.</p><h3 class="headline3" id="">Blend Shapes</h3><p class="textBlock">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).</p><p class="textBlock">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 / &ltyour blend shape name&gt" as property and your done.</p><h3 class="headline3" id="">Setup</h3><img src="images/CustomPropertyConstraintComponentPropertySetup.png" class="image"></img>
<p class="imageText">Custom Property Constraint - Component Property Setup</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">UI Element</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Name</td>
<td class="themeTableCell">The name of the Custom Property.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Object</td>
<td class="themeTableCell">The object that holds the component of which a property should be animated.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Property</td>
<td class="themeTableCell">Select the property that should be animated by clicking on the "..." button. A context menu displays all components and all properties that can be animated. Blend shapes can be found under the "Skinned Mesh Renderer" component.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Preview</td>
<td class="themeTableCell">When enabled the value of the animated component property is written in Pose Mode. This makes it possible to preview the changes inside UMotion. Changes are reverted when the animated GameObject is not controlled by the Pose Editor anymore (clear was pressed).</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Constrain Input</td>
<td class="themeTableCell">Enables/Disables limiting of the Custom Property input value.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Input Min/Max</td>
<td class="themeTableCell">Only visible when Constrain Input is enabled. Defines the input range of the Custom Property.</td>
</tr>
</table><h2 class="headline2" id="AnimatorParameter">Animator Parameter</h2><p class="textBlock">In this operating mode a Custom Property is used to animate the value of a <a href="https://docs.unity3d.com/Manual/AnimationParameters.html" class="link">Parameter of an Animator Controller</a>. This is similar as if an animation curve is added in the model import settings (see <a href="https://docs.unity3d.com/Manual/AnimationCurvesOnImportedClips.html" class="link">Animation Curves on Imported Clips - Unity Manual</a>).</p><h3 class="headline3" id="">Setup</h3><img src="images/CustomPropertyConstraintAnimatorParameterSetup.png" class="image"></img>
<p class="imageText">Custom Property Constraint - Animator Parameter Setup</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">UI Element</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Name</td>
<td class="themeTableCell">The name of the Custom Property.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Constrain Input</td>
<td class="themeTableCell">Enables/Disables limiting of the Custom Property input value. When enabled, the Custom Property is displayed with a slider in the Channels panel.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Input Min/Max</td>
<td class="themeTableCell">Only visible when <b>Constrain Input</b> is enabled. Defines the input range of the Custom Property.</td>
</tr>
</table><h2 class="headline2" id="">Tip: Boolean Curves</h2><p class="textBlock">If the Custom Property constraint is used as a <b>Component Property</b> or <b>Animator Parameter</b> 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.</p>
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<h1 class="headline1" id="">Dopesheet</h1><p class="textBlock">The Dopesheet is split into two sections. The upper section is used by the <b>Animation Events</b> and by the <b>Master Keys</b>. The lower and bigger section shows the keys of every Animated Property.</p><img src="images/Dopesheet.png" class="image"></img>
<p class="imageText">Dopesheet</p><h2 class="headline2" id="AnimationEvents">Animation Events</h2><p class="textBlock">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.</p><ul class="listMain">
<li class="listItem"><span class="listText">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 <b>SendMessage</b> style mechanism to all components of the animated GameObjects (see <a href="https://docs.unity3d.com/Manual/animeditor-AnimationEvents.html" class="link">Unity Manual - Animation Events</a>).</span></li>
<li class="listItem"><span class="listText">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.</span></li>
<li class="listItem"><span class="listText">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.</span></li>
</ul><p class="textBlock">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).</p><img src="images/AnimationEventDialog.png" class="image"></img>
<p class="imageText">Animation Events Dialog</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">UI Element</th>
<th class="themeTableHeader">Description</th>
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<td class="themeTableCell" style="white-space: nowrap;"><img src="images/AnimationEventMinus.png"></img></td>
<td class="themeTableCell">Removes the current function from the animation event. There has to be at least one function per animation event.</td>
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<td class="themeTableCell" style="white-space: nowrap;">Function Name</td>
<td class="themeTableCell">The name of the function. By using the search button next to the input field, a search window is opened. All functions that have been found in the current Unity project scripts that could be used for animation events can be searched with it.</td>
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<td class="themeTableCell">The value that should be passed as function parameter. If parameter type is void, this field is disabled. When the parameter type is an enum, you can select the enum value here. Please note that if the event function's name is not unique in the current Unity project, the enum popup can't be displayed and an int field is shown instead. Enter the corresponding integer value in this case.</td>
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<td class="themeTableCell">An event function can have zero or one parameter. Parameter types can be void (i.e. no parameter), int, float or string.</td>
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<td class="themeTableCell" style="white-space: nowrap;"><img src="images/AnimationEventWarningIcon.png"></img></td>
<td class="themeTableCell">The icon is displayed if there is something not correct with this function. When moving the mouse over the icon, the tooltip provides additional information about the error.</td>
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<td class="themeTableCell" style="white-space: nowrap;">Add New</td>
<td class="themeTableCell">Adds an additional function to the animation event.</td>
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</table><h2 class="headline2" id="">Master Keys</h2><p class="textBlock">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.</p><h2 class="headline2" id="">Keys Per Animated Property</h2><p class="textBlock">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.</p><p class="textBlock">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.</p><p class="textBlock">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.</p>
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<h1 class="headline1" id="">Dopesheet / Curves View</h1><h2 class="headline2" id="TimeRuler">Time Ruler</h2><img src="images/ClipEditorTimeRuler.png" class="image"></img>
<p class="imageText">Time Ruler</p><p class="textBlock">The <b>Timer Ruler</b> units are frames. Units are labeled in the following format <b>second:frame</b> for example <b>1:20</b> 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).</p><h3 class="headline3" id="">Time Ruler Navigation</h3><ul class="listMain">
<li class="listItem"><span class="listText">
The green arrow is the frame cursor. The animated GameObject always previews the animation pose of the current frame cursor position.
</span></li>
<li class="listItem"><span class="listText">
By <span class="keyboardKey">left clicking</span> somewhere on the Timer Ruler the frame cursor is set to this position.
</span></li>
<li class="listItem"><span class="listText">
By <span class="keyboardKey">left clicking</span> and dragging, the frame cursor can be dragged. The pose of the animated GameObject is updated accordingly. This can be used to preview the animation. When <span class="keyboardKey">ESCAPE</span> is pressed, dragging is aborted and the frame cursor is reverted to its original position.
</span></li>
<li class="listItem"><span class="listText">
When the frame cursor is changed but the current pose has not applied modifications, a dialog window is asking if the modifications should be discarded or if they should be kept for the new frame.
</span></li>
<li class="listItem"><span class="listText">
The white arrows indicate the preview playback start and end frame. By clicking the play button in the <a href="Playback.html" class="link">Playback Navigation</a> the selected time span is played. This is just for preview and has no influence on the exported animation. If the playback end index is at the last frame of the animation, it will automatically stay at the end (when the last keys are moved or new keys are added etc.).
</span></li>
</ul><h3 class="headline3" id="">Sync Button</h3><p class="textBlock">This button can be used to synchronize the Clip Editor with Unity's Timeline/Animation Window (see <a href="UnityTimelineIntegration.html" class="link">Unity Timeline Integration</a>).</p><h2 class="headline2" id="">General Controls</h2><p class="textBlock">The following controls apply to both, the Dopesheet and the Curves View.</p><h3 class="headline3" id="">Zoom and Panning</h3><ul class="listMain">
<li class="listItem"><span class="listText">
By using the mouse wheel it is possible to zoom into the location where the mouse is currently pointing at. In Curves View, both axes are zoomed at the same time.
</span></li>
<li class="listItem"><span class="listText">
The slider in the upper right corner of the Clip Editor can be used to zoom only the time axis.
</span></li>
<li class="listItem"><span class="listText">
When holding <span class="keyboardKey">CONTROL</span> while operating the mouse wheel, only the time axis is zoomed (useful when in Curves View).
</span></li>
<li class="listItem"><span class="listText">
When holding <span class="keyboardKey">SHIFT</span> while operating the mouse wheel, only the y-axis is zoomed (this only works when in Curves View). When the mouse cursor is hovering the y-axis ruler in the Curves View, only the y-axis is zoomed even when <span class="keyboardKey">CONTROL</span> is not being pressed.
</span></li>
<li class="listItem"><span class="listText">
By click and dragging the end of the horizontal (or vertical when in Curves View) scroll bar, it is also possible to zoom in and out.
</span></li>
<li class="listItem"><span class="listText">
By pressing <span class="keyboardKey">ALT</span> + <span class="keyboardKey">Left Mouse Button</span> or the mouse wheel the Dopesheet and Curves View can be dragged.
</span></li>
</ul><h3 class="headline3" id="">Selecting</h3><ul class="listMain">
<li class="listItem"><span class="listText">
<span class="keyboardKey">Left click</span> selects a key or event and clears the previous selection.
</span></li>
<li class="listItem"><span class="listText">
By <span class="keyboardKey">left clicking</span> and holding it is possible to make a rectangular selection.
</span></li>
<li class="listItem"><span class="listText">
When <span class="keyboardKey">CONTROL</span> is held while clicking on a key or event, it is added or removed from the selection (according to whether it was already selected or not).
</span></li>
<li class="listItem"><span class="listText">
When holding <span class="keyboardKey">SHIFT</span> while <span class="keyboardKey">left clicking</span> on a key or event, all keys or events in the same row starting with the closest and ending with the clicked will be selected.
</span></li>
</ul><h3 class="headline3" id="">Context Menu</h3><p class="textBlock">When performing a <span class="keyboardKey">context click</span> in the Dopesheet or Curves View, a context menu is shown.</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">Menu Item</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Add Keys To All Properties</td>
<td class="themeTableCell">This menu item only shows up when the mouse was clicked in the Master Keys or Animation Events section (see <a href="Dopesheet.html" class="link">Dopesheet View</a>). It creates new keys for all animated properties at the current hovered frame. If there are already any key frames for an animated property, it will create a key that fits into the current curve. If there isn't any key for an animated property, it will key the configured <a href="ConfigMode.html#ReferencePose" class="link">Reference Pose</a>.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Add Keys</td>
<td class="themeTableCell">Adds new keys to all channels of the animated property and the frame the mouse is currently hovering. If there are already any key frames for the animated property, it will create keys for every channel that fit into the current curves. If there isn't any key for an animated property, it will key the configured <a href="ConfigMode.html#ReferencePose" class="link">Reference Pose</a>.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Add Event</td>
<td class="themeTableCell">Adds a new animation event at the frame the mouse is currently hovering.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Delete</td>
<td class="themeTableCell">Deletes the clicked or selected keys/events.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Edit Key</td>
<td class="themeTableCell">Only available in Curves View if the curve isn't read only. Opens a small dialog window in the Curves View that can be used to edit the clicked or selected key(s) frame and value.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Cut</td>
<td class="themeTableCell">Copies the clicked or selected keys/events into the clipboard and deletes them. </td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Copy</td>
<td class="themeTableCell">Copies the clicked or selected keys/events into the clipboard.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Paste</td>
<td class="themeTableCell">Pastes the previously copied keys from the clipboard. Existing keys are overwritten, existing events are merged.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Insert</td>
<td class="themeTableCell">Inserts previously copied keys to the animation clip at the current selected frame. This will move existing keys.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Reverse</td>
<td class="themeTableCell">Inverts all selected keys along the time axis (so that they are played backwards).</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Crop to Playback</td>
<td class="themeTableCell">Crops the current animation clip to the selected playback area (i.e. the area between the white arrows in the time ruler). This affects all animation layers of the animation clip.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Broken Tangents</td>
<td class="themeTableCell">Sets or resets the clicked or selected keys Broken Tangents mode. Broken Tangents means that the left and right tangents are independent of each other. When tangents are broken, they can only be set to Free, Linear or Constant.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Left or Right Tangent/Free</td>
<td class="themeTableCell">Sets the clicked or selected keys left or right tangent into Free mode. In this mode, the tangent can be freely adjusted using the tangent handle in the Curves View.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Left or Right Tangent/Linear</td>
<td class="themeTableCell">Sets the clicked or selected keys left or right tangent into Linear mode. In this mode, the tangent handle is not available in the Curves View. The tangents are always aligned in a straight line to the previous or following key.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Left or Right Tangent/Constant</td>
<td class="themeTableCell">Sets the clicked or selected keys left or right tangent into Constant mode. In this mode, the tangent handle is not available in the Curves View. The curve retains a constant value between two keys. The value of the left key determines the value of the curve segment.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Both Tangents/Weighted</td>
<td class="themeTableCell"><b>Available in Unity 2018.1 and higher.</b> Sets the clicked or selected keys left or right tangent into Weighted mode. The tangent handle's length can now be changed. The longer the handle the more weight (or influence) the tangent has on the resulting curve.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Both Tangents/Clamped Auto</td>
<td class="themeTableCell">Sets the clicked or selected keys left and right tangent into Clamped Auto mode. This is the default tangent mode. Broken tangents are automatically disabled. The tangents are automatically set to make the curve pass smoothly through the key. When editing the keys frame or value, the tangents adjust to prevent the curve from “overshooting” the target value. The tangent handle is available in the Curves View, if it is used tangents are automatically set to Free.
</br>
</br>The tangents of the first and last key are calculated so that the movement smoothly accelerates/decelerates at the beginning/end. This is OK for animation clips that are played once but would cause a noticeable "seam" when the clip is played in a loop. Thus when looping is enalbed in the <a href="Playback.html" class="link">Playback Navigation</a> the first and last key's tangents are calculated so that they blend seamlessly. The Playback Navigation settings only affect the animation preview inside UMotion. Use the loop setting in the <a href="ClipSettings.html" class="link">Clip Settings</a> to enable that behaviour for exported clips.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Both Tangents/Auto</td>
<td class="themeTableCell">Sets the clicked or selected keys left and right tangent into Auto mode. This mode is the legacy version of Clamped Auto. The tangents are also automatically set to make the curve pass smoothly through the key but "overshooting" is not prevented.
</br>
</br>The tangents of the first and last key are calculated so that the movement smoothly accelerates/decelerates at the beginning/end. This is OK for animation clips that are played once but would cause a noticeable "seam" when the clip is played in a loop. Thus when looping is enalbed in the <a href="Playback.html" class="link">Playback Navigation</a> the first and last key's tangents are calculated so that they blend seamlessly. The Playback Navigation settings only affect the animation preview inside UMotion. Use the loop setting in the <a href="ClipSettings.html" class="link">Clip Settings</a> to enable that behaviour for exported clips.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Both Tangents/Free</td>
<td class="themeTableCell">Sets the clicked or selected keys left and right tangent into Free mode. In this mode, the tangent can be freely adjusted using the tangent handle in the Curves View.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Both Tangents/Free Flat</td>
<td class="themeTableCell">Sets the clicked or selected keys left and right tangent into Free Flat mode. This mode is a special case of the Free mode, where both tangents are flat. The tangent handle is available in the Curves View. If it is used and tangents aren't flat anymore, tangents are automatically set to Free. This mode is enabled automatically, when the tangent mode was Free and the tangents have been manually edited to be flat.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Both Tangents/Linear</td>
<td class="themeTableCell">Sets the clicked or selected keys left and right tangent into Linear mode. This will automatically enable the broken tangents mode. The tangent handle is not available in the Curves View. The tangents are always aligned in a straight line to the previous or following key.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Both Tangents/Constant</td>
<td class="themeTableCell">Sets the clicked or selected keys left and right tangent into Constant mode. This will automatically enable the Broken Tangents mode. The tangent handle is not available in the Curves View. The curve retains a constant value between two keys. The value of the left key determines the value of the curve segment.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Both Tangents/Weighted</td>
<td class="themeTableCell"><b>Available in Unity 2018.1 and higher.</b> Sets the clicked or selected keys left and right tangent into Weighted mode. The tangent handle's length can now be changed. The longer the handle the more weight (or influence) the tangent has on the resulting curve.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Frame View</td>
<td class="themeTableCell">Adjusts the view to fit the selected keys. If no keys are selected, it tries to adjust the view to fit all keys.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Select and Set Frame Cursor</td>
<td class="themeTableCell">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 <span class="keyboardKey">ALT</span> + <span class="keyboardKey">Left Mouse Button</span>).</td>
</tr>
</table>
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<h1 class="headline1" id="">Edit In Play Mode</h1><p class="textBlock">UMotion can be used during <b>edit mode</b> and during <b>play mode</b>. Editing animations during play mode has great advantages in most situations:</p><ul class="listMain">
<li class="listItem"><span class="listText">As the animation can be tested in the same situation as it is going to be used, the number of iterations is greatly reduced.</span></li>
<li class="listItem"><span class="listText">It's easy to fine tune animations to make them fit perfectly into the game situation and the scene geometry.</span></li>
</ul><p class="textBlock">To use UMotion during play mode, hit the <b>Pause Button</b> to pause the game.</p><p class="textBlock">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.</p><img src="images/PlayModeButtons.png" class="image"></img>
<p class="imageText">Play Mode Buttons</p><p class="textBlock">All changes done during play mode are stored in the UMotion project.</p><p class="textBlock">After the animation was edited in UMotion, it needs to be exported by clicking at <b>File ➔ Export All Clips</b>. This will automatically update the previously exported clips. The new clips will be immediately used in the current play session.</p><img src="images/ClipEditorExportAllClips.png" class="image"></img>
<p class="imageText">Export All Clips</p><p class="textBlock">To continue playing, click on the Pause Button again.</p>
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<h1 class="headline1" id="">Exporting Animations FAQ</h1><p class="textBlock">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:</p><ul class="listMain">
<li class="listItem"><span class="listText"><a href="#fbxHumanoidIssue" class="link">Exported humanoid *.fbx looks wrong</a></span></li>
<li class="listItem"><span class="listText"><a href="#rootMotionIssues" class="link">Issues with root motion</a></span></li>
<li class="listItem"><span class="listText"><a href="#humanoidDifferences" class="link">Differences/errors in humanoid animations</a></span></li>
<li class="listItem"><span class="listText"><a href="#fbxJitter" class="link">Exported *.fbx has noticable jitter</a></span></li>
<li class="listItem"><span class="listText"><a href="#ikPinningJitter" class="link">IK pinned hand/foot jitter's in the exported animation</a></span></li>
<li class="listItem"><span class="listText"><a href="#animSize" class="link">The exported *.anim file size is quite huge</a></span></li>
</ul><p class="textBlock">Please contact the <a href="support.html" class="link">Support</a> if none of the solutions work for you.</p><h2 class="headline2" id="fbxHumanoidIssue">Exported humanoid *.fbx looks wrong</h2><p class="textBlock">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:</p><img src="images/ExportFbxCommonIssue.png" class="image"></img>
<p class="imageText">Exporting "IKPullupAnimation" to *.fbx</p><p class="textBlock">This happens when the humanoid avatar isn't configured correctly. There are several solutions:</p><ul class="listMain">
<li class="listItem"><span class="listText">
Use the <b>avatar of the original character</b>:
</br><img src="images/ExportFbxIssueCopyAvatar.png" class="image"></img>
<p class="imageText">Inspector of the exported *.fbx</p>
Depending on the original character's *.fbx this solution might not work (please choose a different one).
</span></li>
<li class="listItem"><span class="listText">
Use the <b>Update Existing</b> mode to export your animations into the character's original *.fbx (instead of exporting into separate *.fbx files). This will re-use the characters avatar. See <a href="ProjectSettings.html" class="link">Project Settings</a> to learn more.
</br>Don't use this solution if you extended your character with other models (e.g. weapons, equipment).
</span></li>
<li class="listItem"><span class="listText">
Use <b>generic</b> instead of humanoid if you need 100% accurate results. Learn more about humanoids shortcomings below: <a href="#humanoidDifferences" class="link">Differences/errors in humanoid animations</a>
</span></li>
<li class="listItem"><span class="listText">
You can also <b>manually correct the avatar</b> 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.
</br><img src="images/ExportFbxIssueConfigure.png" class="image"></img>
<p class="imageText">Inspector of the exported *.fbx</p>
Make sure that all bones are mapped correctly and that your character is in a nice T-Pose.
</br><img src="images/ExportFbxIssueAvatarConfiguration.png" class="image"></img>
<p class="imageText">Unity's Avatar Editor</p>
Click on "Pose --&gt Enforce T-Pose" to automatically bring the character into T-Pose. Manually check if the character really is in a nice T-Pose:
<ul class="listMain">
<li class="listItem"><span class="listText">The arms must be fully stretched and held horizontally (T-Shape)</span></li>
<li class="listItem"><span class="listText">The back of the hands should be pointing upwards, fingers should be stretched</span></li>
<li class="listItem"><span class="listText">The feet must be fully stretched and the feet pointing straight forward</span></li>
</ul>
</br>You can use the rotate tool to manually correct the T-Pose. Once finished, click on "Apply" and on "Done". Now play the animation again. If there are still some errors, make sure to further improve your T-Pose.
</br></br>
<b>Tip:</b> Export all your animation clips into the same *.fbx file to avoid configuring an avatar for reach animation clip (see <a href="ProjectSettings.html" class="link">Project Settings</a>).
</span></li>
</ul><h2 class="headline2" id="rootMotionIssues">Issues with root motion</h2><p class="textBlock">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:</p><img src="images/ExportClipInspector.png" class="image"></img>
<p class="imageText">Settings in a *.anim Inspector</p><p class="textBlock">A description of these settings can be found here: <a href="https://docs.unity3d.com/Manual/class-AnimationClip.html#ClipProperties" class="link">Unity Manual - Clip Properties</a></p><p class="textBlock"><b>Attention:</b> The loop flag in the *.anim settings is overwritten by UMotion's "loop" setting (made in the <a href="ClipSettings.html" class="link">Clip Settings</a>).</p><p class="textBlock">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.</p><p class="textBlock">You can globally enable/disable root motion in your Animator Component ("Apply Root Motion").</p><h2 class="headline2" id="humanoidDifferences">Differences/errors in humanoid animations</h2><p class="textBlock">Humanoid is Unity's approach to allow sharing animations between multiple characters. This is how it compares to "generic" and "legacy":</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">Humanoid</th>
<th class="themeTableHeader">Generic</th>
<th class="themeTableHeader">Legacy</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">
Animation Re-Targeting
</br>(= play animation on other humanoid characters)
</td>
<td class="themeTableCell">
Animation plays only on characters with same bone hierarchy
</td>
<td class="themeTableCell">
Animation plays only on characters with same bone hierarchy
</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">
Reduced animation quality
</td>
<td class="themeTableCell">
No quality loss
</td>
<td class="themeTableCell">
No quality loss
</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">
Re-targeting and mecanim state-machine consumes additional CPU power
</td>
<td class="themeTableCell">
Mecanim state-machine adds additional CPU load
</td>
<td class="themeTableCell">
Fastest CPU timing
</td>
</tr>
</table><p class="textBlock">
The humanoid animation system abstracts the animation data in such a way, that it can be applied to any correctly configured humanoid (avatar). This abstraction can lead to a visible reduction in animation quality (i.e. reduced degree of freedom on some bones, foot/hand sliding, etc.). Small differences have to be accepted when working with humanoid.
</p><p class="textBlock">
<b>Learn more about humanoid:</b> <a href="https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/" class="link">Unity Blog - Mecanim Humanoids</a>
</p><p class="textBlock">
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 <a href="http://bit.ly/2GsneLA" class="link">Animation Converter</a> can help you converting between the different animation formats.
</p><h2 class="headline2" id="fbxJitter">Exported *.fbx has noticable jitter</h2><p class="textBlock">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.</p><h2 class="headline2" id="ikPinningJitter">IK pinned hand/foot jitter's in the exported animation</h2><p class="textBlock">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 <a href="ClipSettings.html" class="link">UMotion Clip Settings</a> to something like 120 or even 180 fps (then exporting the animation clip again) will reduce the amount of interpolation error.</p><h2 class="headline2" id="animSize">The exported *.anim file size is quite huge</h2><p class="textBlock">Please take a look at <a href="https://support.soxware.com/en/communities/1/topics/350-umotion-multiplies-x9-my-animation-size-what-can-i-do#comment-397" class="link">this support answer</a> for a detailed answer.
</br></br>
<b>Long story short:</b> The size a *.anim file has in a built game, is displayed in its inspector.</p><img src="images/ExportClipSize.png" class="image"></img>
<p class="imageText">*.anim inspector shows clip size</p><p class="textBlock">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.</p>
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<h1 class="headline1" id="">FK to IK Conversion <span class="professionalTag">Professional</span></h1><p class="textBlock">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.</p><p class="textBlock">Please note that the FK to IK conversion can also be performed directly when importing animations (see <a href="ImportExport.html#Import" class="link">Import</a>).</p><p class="textBlock">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</p><img src="images/FkToIkConversion.png" class="image"></img>
<p class="imageText">FK to IK Conversion Dialog</p><p class="textBlock">The dialog lists every IK handle that is setup in the animated GameObjects rig (see <a href="IKSetupWizard.html" class="link">IK Setup Wizard</a>). 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.</p><p class="textBlock">Attention: If the current animation already has keys for the IK handles that should be converted, those keys will be automatically removed.</p><p class="textBlock"><b>Delete FK Keys:</b> 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.</p><h2 class="headline2" id="">Improving Conversion Accuracy</h2><p class="textBlock">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:</p><ul class="listMain">
<li class="listItem"><span class="listText">Setting the <b>Reference</b> of the IK constraint to <b>FK Pose</b>. 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.</span></li>
<li class="listItem"><span class="listText">By default the <b>Target Rotation</b> of the IK constraint is set to <b>FK Rig</b>. 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.
</br>
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 <b>Target Rotation</b> of the IK constraint to <b>IK Handle</b>. 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.</span></li>
</ul><p class="textBlock">More information: <a href="InverseKinematics.html#Setup" class="link">IK Constraint - Setup</a></p>
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UMotion Manual
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<h1 class="headline1" id="">General Tutorials</h1><p class="textBlock">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: <a href="ProfessionalExclusive.html" class="link">Professional Exclusive</a></p>
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