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


The tools are used to modify the bones/transforms of the animated GameObject in the Scene View to create the different poses required for the animation.

Pose Mode - Tools

UI Element Description
Pivot The pivot mode changes the orientation of the move, rotate and scale tool. It can either be aligned to the global coordinate system of the scene or the local coordinate system of the current selected joint/transform.
Select Tool The select tool allows selecting joints/transforms. Selecting is also possible with every other tool, but the select tool displays no tool handle. This is useful as the tool handle often occludes the joint/transform that should be selected. To select a joint/transform it needs to be clicked with the left mouse button.

When holding CONTROL while clicking, previous selected joints/transform stay selected.

When holding SHIFT while clicking all children of the clicked joint/transform are selected.
Move Tool With the move tool the position of a joint/transform can be changed.

SHIFT enables the free move mode where movement can be performed freely in all 3 dimensions.

Joints (bones) are usually not modified with this tool.
Rotate Tool With the rotate tool the orientation of a joint/transform can be changed.

Tip: When child bones are selected, they are also rotated. This is very useful for animating a tail.
Scale Tool With the scale tool the local scale of a joint/transform can be changed. The scale tool only supports the local pivot mode.

Joints (bones) are usually not modified with this tool.
Mirror Editing When enabled, every editing action is automatically copied to the other side. It uses the Mirror Mapping to define which bone/transform maps to which bone/transform on the other side (e.g. "Left Hand" maps to "Right Hand").
Set FK to IK Bones/transforms selected in the FK rig layer will be oriented the same way as they are in the IK rig layer.
Set IK to FK Sets the current selected IK handle to the position/rotation its IK target has in the FK rig layer.
Copy to Other Side Copies the properties of the selected bones/transforms to their equivalents on the other side. It uses the Mirror Mapping to define which bone maps to which bone on the other side (e.g. "Left Hand" maps to "Right Hand").

Tip: When bones/transforms on both sides are selected, their poses are "swapped" with the appropriate pose on the other side. This affectively mirrors the pose of the selected bones/transforms. Select all bones/transforms to mirror the complete pose.
Apply Reference Pose Applies the configured Reference Pose to the selected bones/transforms. If the current layer is "additive" the position/rotation/scale values are set to 0 instead.
Reset Modifications Resets the modifications of the selected joint/transform. A context menu to choose which properties of the selected joints/transforms should be reset is shown. Modified bones are displayed in red (unless the color was changed in the Options).
Copy Pose Copies the current pose of the entire animated character/object.
Paste Pose Pastes a previously copied pose. If no bones/transforms are selected, the entire pose of the entire animated character/object is pasted. If some bones/transforms are selected, the pose of only the selected bones/transforms is updated.

Important: If bones/transforms don't mirror correctly to the other side using Mirror Editing or Copy to Other Side, you should check the mirror mapping entries for those bones.

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