Version: 1.29p02

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

Rig Hierarchy

The Rig Hierarchy shows all joints and transforms that are configured in the current UMotion project. When a joint or transform is selected in the Rig Hierarchy window, it is automatically also selected in the Scene View and vice versa.

Config Mode - Rig Hierarchy

Adding a New Rig

Every time an animated GameObject is selected that has joints/transforms that are not present in the current UMotion project a message box is prompted.

New Rig Dialog

By clicking on Create Configuration those joints/transforms are automatically added to the project.

Icon Description

Icon Description
Indicates that this is a transform.
Indicates that this is a generic joint/bone. Bones are a special case of transforms that manipulate parts of the GameObject's mesh. Generic bones can also appear in humanoid character rigs but they are locked by default. Animating generic bones in humanoid projects is possible but not recommended, as generic bones can't be retargeted.
Indicates that this is a humanoid bone. Humanoid characters have some kind of a predefined anatomy. Bones that match this anatomy will be converted into muscles when exporting the animation. This allows retargeting the animation to share it across different characters. Humanoid bones can't be scaled or moved (only rotated).


Custom Joints/Transforms

Custom joints/transforms are displayed with an aqua color in the Rig Hierarchy. They are useful for creating advanced inverse kinematics rigs.

Missing Joints/Transforms

If there are joints/transforms in the UMotion project configuration that are not present in the current selected animated GameObject a warning is displayed. All joints/transforms that are not found in the animated GameObject are displayed in yellow with a warning symbol in the Rig Hierarchy. By clicking on the Cleanup button, all those unused joints/transforms and all according key frames can be deleted.


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