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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 / Curves View

Time Ruler

Time Ruler

The Timer Ruler units are frames. Units are labeled in the following format second:frame for example 1:20 stands for 1 second and 20 frames. When the framerate is 30 frames per second as in the screenshot above a new second starts after 30 frames (0:29 ➔ 1:00).

Time Ruler Navigation

Sync Button

This button can be used to synchronize the Clip Editor with Unity's Timeline/Animation Window (see Unity Timeline Integration).

General Controls

The following controls apply to both, the Dopesheet and the Curves View.

Zoom and Panning

Selecting

Context Menu

When performing a context click in the Dopesheet or Curves View, a context menu is shown.

Menu Item Description
Add Keys To All Properties This menu item only shows up when the mouse was clicked in the Master Keys or Animation Events section (see Dopesheet View). 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 Reference Pose.
Add Keys 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 Reference Pose.
Add Event Adds a new animation event at the frame the mouse is currently hovering.
Delete Deletes the clicked or selected keys/events.
Edit Key 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.
Cut Copies the clicked or selected keys/events into the clipboard and deletes them.
Copy Copies the clicked or selected keys/events into the clipboard.
Paste Pastes the previously copied keys from the clipboard. Existing keys are overwritten, existing events are merged.
Insert Inserts previously copied keys to the animation clip at the current selected frame. This will move existing keys.
Reverse Inverts all selected keys along the time axis (so that they are played backwards).
Crop to Playback 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.
Broken Tangents 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.
Left or Right Tangent/Free 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.
Left or Right Tangent/Linear 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.
Left or Right Tangent/Constant 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.
Both Tangents/Weighted Available in Unity 2018.1 and higher. 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.
Both Tangents/Clamped Auto 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 key’s 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.

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 Playback Navigation 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 Clip Settings to enable that behaviour for exported clips.
Both Tangents/Auto 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.

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 Playback Navigation 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 Clip Settings to enable that behaviour for exported clips.
Both Tangents/Free 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.
Both Tangents/Free Flat 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.
Both Tangents/Linear 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.
Both Tangents/Constant 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.
Both Tangents/Weighted Available in Unity 2018.1 and higher. 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.
Frame View Adjusts the view to fit the selected keys. If no keys are selected, it tries to adjust the view to fit all keys.
Select and Set Frame Cursor Selects the clicked key and moves the frame cursor to the key's position. Very useful for tweaking/polishing animations (especially when using this function's shortcut ALT + Left Mouse Button).

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