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Version: 1.29p03

UMotion Manual
  1. UMotion Manual
  2. Introduction & Tips
  3. Getting Started
      1. Quick Start Tutorial
      2. 1) Installation & First Steps
      3. 2) Pose Editing
      4. 3) Clip Editor
      5. 4) Curves & Rotation Modes
      6. 5) Config Mode
      7. 6) Export Animations
      8. 7) Root Motion
      9. 8) Animation Events
      10. 9) Pose Mirroring
      1. 1) Importing Animations
      2. 2) Inverse Kinematics
      3. 3) Child-Of Constraint
      4. 4) Custom Properties
      5. 5) IK Pinning
      1. 1) Our First Animation
      2. 2) Editing Animations
      3. 3) Customizing an animation for a RPG
      4. 4) Unity Timeline & Weighted Tangents
      1. UMotion Tutorial
  4. How to create better animations
      1. File
      2. Edit
      3. Help
    1. Preferences
    2. Import / Export
    3. FK to IK Conversion
      1. Project Settings
      2. Clip Settings
    4. Animated Properties List
    5. Root Motion
    6. Rotation Modes
      1. Dopesheet
      2. Curves View
    7. Playback Navigation
    8. Layers
        1. IK Setup Wizard
        2. Mirror Mapping
      1. Configuration
      2. Display
      1. Tools
      2. Channels
      3. Selection
      4. Display
      5. Animation
      1. Inverse Kinematics
      2. Child-Of
      3. Custom Property
    1. Options
    2. Tool Assistant
  5. Edit In Play Mode
  6. Unity Timeline Integration
  7. UMotion API
  8. Exporting Animations FAQ
  9. Support / FAQ
  10. Release Notes
  11. Known Issues
  12. Credits

Config Mode

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

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

Joints / Bones

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

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

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