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Version: 1.29

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

Dopesheet

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

Dopesheet

Animation Events

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

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

Animation Events Dialog

UI Element Description
Removes the current function from the animation event. There has to be at least one function per animation event.
Function Name 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.
Parameter 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.
Type An event function can have zero or one parameter. Parameter types can be void (i.e. no parameter), int, float or string.
The icon is displayed if there is something not correct with this function. When moving the mouse over the icon, the tooltip provides additional information about the error.
Add New Adds an additional function to the animation event.

Master Keys

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

Keys Per Animated Property

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

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

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

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