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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

Pose Editor

An animation is a sequence of poses that are stored as so called key frames. When an animation is played, it smoothly interpolates between the defined poses to create a fluid motion. The Pose Editor provides all tools you need to bring the animated GameObject in the different poses and to create the key frames for the animation.

UMotion Pose Editor

Animated GameObject

With the topmost field in the Pose Editor, a GameObject that should be animated can be selected. The animated GameObject is used to edit and preview an animation.

There are two ways to assign an animated GameObject to the Pose Editor:

  • By dragging a GameObject from Unity's Hierarchy window to the appropriate field in the Pose Editor.
  • By clicking on the circle next to the field. This will open a dialog that shows all GameObjects of the current scene that can be animated.

The bones and transforms of the animated GameObject need to match to those defined in the current project. When a new empty UMotion project is created and an animated GameObject is selected for the first time, a default configuration for all bones/transforms of that GameObject will be created.

Important: While an animated GameObject is assigned to the Pose Editor it is not possible to select any other GameObjects through mouse clicks within the Scene View. In order to select other GameObjects, they need to be selected via Unity's Hierarchy window. GameObjects that are a parent or a child of the animated GameObject can't be selected.

By clicking on the Clear button, the animated GameObject will be removed from the Pose Editor and its original state will be restored.

Tip: By clicking on the Dropdown arrow next to the Clear button it is possible to remove the GameObject from the Pose Editor but keep the current pose in the scene.

UMotion Lock

When an animated GameObject is selected, it automatically gets a component attached called UMotion Lock. This component saves the original state of the GameObject and prepares it for being used with UMotion. Once the animated GameObject field is cleared in the Pose Editor, UMotion Lock is destroyed which automatically restores the original state of the GameObject.

Currently locked GameObjects are highlighted in the Unity Hierarchy window:

Hierarchy - UMotion Locked

A GameObject can be unlocked manually (this may be necessary when UMotion crashes) by selecting the GameObject and click the Unlock button in the inspector of the UMotion Lock component.

Edit Modes

The Pose Editor has two edit modes:

  • The Pose Mode is used to create poses for the animation clips.
  • The Config Mode is used to configure the animation rig (i.e. the "skeleton" of the 3D model).

To switch between the edit modes, the toggle buttons or the appropriate shortcut can be used.

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