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2026-01-02 23:59:46 +08:00
parent 97db0876b1
commit 1152ee74a7
637 changed files with 799564 additions and 2147 deletions

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10270
Assets/Scenes/AnimEditor.unity Normal file

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@@ -5,6 +5,7 @@ using UnityEngine;
namespace NBF
{
[Serializable]
public enum PlayerState
{
idle = 0,

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@@ -1,4 +1,5 @@
using UnityEngine;
using System.Collections;
using UnityEngine;
namespace NBF
{
@@ -47,13 +48,12 @@ namespace NBF
{
_cameraAsset.fppVCam.LookAt = player.FppLook;
_cameraAsset.fppVCam.Follow = player.ModelAsset.NeckTransform;
// _cameraAsset.fppVCam.follow
// _cameraAsset.fppVCam.ResolveFollow()
player.ModelAsset.LookIk.solver.target = player.FppLook;
}
_cameraAsset.fppVCam.Priority = 10;
_cameraAsset.tppVCam.Priority = 0;
StartCoroutine(SnapToTarget());
}
public void SetFppLook(Transform fppCamLook)
@@ -65,5 +65,22 @@ namespace NBF
{
_cameraAsset.fppVCam.Follow = fppCamFollow;
}
IEnumerator SnapToTarget()
{
// 等 Cinemachine 先激活并跑一帧
yield return null;
Transform follow = _cameraAsset.fppVCam.Follow;
_cameraAsset.fppVCam.OnTargetObjectWarped(
follow,
follow.position - _cameraAsset.fppVCam.transform.position
);
// _cameraAsset.fppVCam.OnTargetObjectWarped(
// FPlayer.Instance.ModelAsset.NeckTransform,
// FPlayer.Instance.ModelAsset.NeckTransform.position - _cameraAsset.fppVCam.transform.position
// );
}
}
}

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guid: 63016c524b454431b06d891415ccdf5e
timeCreated: 1767354854

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@@ -0,0 +1,21 @@
using UnityEditor;
namespace NBF
{
[CustomEditor(typeof(PlayerAnimator))]
public class PlayerAnimatorEditor : Editor
{
private PlayerAnimator _target;
void OnEnable()
{
_target = target as PlayerAnimator;
// lookAtPoint = serializedObject.FindProperty("lookAtPoint");
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
}
}
}

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timeCreated: 1767354859

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@@ -73,15 +73,19 @@ namespace NBF
public IEnumerator UseItem(ItemInfo item)
{
if (Data.ChangeItem) yield break;
Data.ChangeItem = true;
var itemType = item?.ConfigId.GetItemType();
if (itemType == ItemType.Rod)
{
//判断旧的是否要收回
if (Rod != null)
yield return UnUseItemConfirm();
Data.IsLureRod = true;
var rodType = (ItemSubType)item.Config.Type;
if (rodType == ItemSubType.RodTele)
{
yield return Rod.Destroy();
Tackles.Remove(Rod);
Rod = null;
Data.IsLureRod = false;
}
Rod =
@@ -91,15 +95,25 @@ namespace NBF
Tackles.Add(Rod);
OnFishingSetEquiped?.Invoke(Rod);
}
Data.ChangeItem = false;
}
public IEnumerator UnUseItem()
{
OnFishingSetUnequip?.Invoke();
if (Data.ChangeItem) yield break;
Data.ChangeItem = true;
yield return UnUseItemConfirm();
Data.ChangeItem = false;
}
private IEnumerator UnUseItemConfirm()
{
if (Rod != null)
{
yield return new WaitForSeconds(0.35f);
OnFishingSetUnequip?.Invoke();
yield return Rod.Destroy();
yield return new WaitForSeconds(0.35f);
Destroy(Rod.gameObject);
Tackles.Remove(Rod);
Rod = null;

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@@ -8,10 +8,18 @@ namespace NBF
private PlayerState _previousPlayerState = PlayerState.idle;
private PlayerState _playerState;
public bool ChangeItem;
public bool Run;
public bool IsGrounded;
public float Speed;
public float RotationSpeed;
public float ReelSpeed;
public float LineTension;
/// <summary>
/// 是否路亚竿
/// </summary>
public bool IsLureRod;
public Vector2 MoveInput;
@@ -25,10 +33,27 @@ namespace NBF
{
_previousPlayerState = _playerState;
_playerState = value;
NextState = value;
OnStateChange?.Invoke(_playerState);
}
}
[SerializeField] private PlayerState NextState;
public event Action<PlayerState> OnStateChange;
private void Start()
{
NextState = State;
}
private void Update()
{
if (NextState != State)
{
State = NextState;
}
}
}
}

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@@ -10,7 +10,7 @@ namespace NBF
public Animator _Animator;
public FPlayer Player { get; private set; }
private bool _isTorsoLayerEnabled;
private bool _isRodLayerEnabled;
private bool _isInit;
private PlayerIK _IK;
private MagicBlending _magicBlending;
@@ -45,7 +45,8 @@ namespace NBF
public static readonly int PreciseIdle = Animator.StringToHash("Precise Idle");
public static readonly string Torso = "Torso";
public static readonly string LureRodLayer = "LureRod";
public static readonly string HandRodLayer = "HandRod";
#endregion
@@ -73,7 +74,7 @@ namespace NBF
private void OnFishingSetUnequip()
{
_isTorsoLayerEnabled = false;
_isRodLayerEnabled = false;
_IK.SetBipedLeftHandIK(enabled: false, null);
}
@@ -97,7 +98,7 @@ namespace NBF
{
if (item is FRod rod)
{
_isTorsoLayerEnabled = true;
_isRodLayerEnabled = true;
// var reel = Player.Rod.Reel;
// _IK.SetBipedLeftHandIK(enabled: false, reel.FingersIKAnchor);
}
@@ -229,9 +230,19 @@ namespace NBF
_Animator.SetBool(OnGround, _IsInVehicle || Player.Data.IsGrounded);
_Animator.SetFloat(RodRight, rod.x);
_Animator.SetFloat(RodForward, rod.y);
float layerWeight = _Animator.GetLayerWeight(_Animator.GetLayerIndex(Torso));
SetLayerWeight(Torso,
Mathf.MoveTowards(layerWeight, _isTorsoLayerEnabled ? 1f : 0f, Time.deltaTime * 3f));
var isHandRodLayerEnabled = _isRodLayerEnabled && !Player.Data.IsLureRod ? 1 : 0;
float handRodLayerWeight = _Animator.GetLayerWeight(_Animator.GetLayerIndex(HandRodLayer));
SetLayerWeight(HandRodLayer,
Mathf.MoveTowards(handRodLayerWeight, isHandRodLayerEnabled, Time.deltaTime * 3f));
var isLureRodLayerEnabled = _isRodLayerEnabled && Player.Data.IsLureRod ? 1 : 0;
float lureRodLayerWeight = _Animator.GetLayerWeight(_Animator.GetLayerIndex(LureRodLayer));
SetLayerWeight(LureRodLayer,
Mathf.MoveTowards(lureRodLayerWeight, isLureRodLayerEnabled, Time.deltaTime * 3f));
}
}
}

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UMotion Manual
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<h1 class="headline1" id="">Animated Properties List</h1><p class="textBlock">The Animated Properties List is located at the left side of the Clip Editor. The Animated Properties List shows all animated properties that are present in the current project rig configuration. Its vertical scroll bar is linked with the Dopesheet so that every line in the list can be traced to the Dopesheet to find the related keys.</p><img src="images/ClipEditorAnimatedPropertiesList.png" class="image"></img>
<p class="imageText">Clip Editor - Animated Properties List</p><ul class="listMain">
<li class="listItem"><span class="listText">The icon on the left of each animated property indicates the property type.</span></li>
<li class="listItem"><span class="listText">The icon is followed by the bone/transform name the animated property is related to and the type of the animated property which stands after the <b>':'</b>.</span></li>
<li class="listItem"><span class="listText">The orange <b>RM</b> indicates that the animated property is driven by <a href="RootMotion.html" class="link">Root Motion</a>.</span></li>
<li class="listItem"><span class="listText">Thru a <span class="keyboardKey">context click</span> on the property or by <span class="keyboardKey">left clicking</span> the gear icon the settings context menu is opened.</span></li>
<li class="listItem"><span class="listText">When holding <span class="keyboardKey">Alt</span> while <span class="keyboardKey">left clicking</span> on a property the appropriate bone/transform gets selected in the Scene View.</span></li>
</ul><h3 class="headline3" id="ContextMenu">Context Menu</h3><img src="images/ClipEditorPropertyContextMenu.png" class="image"></img>
<p class="imageText">Animated Property Context Menu</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">Menu Item</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Root Motion</td>
<td class="themeTableCell">Enables/disables root motion for the animated property (only available for position and rotation properties, more information below).</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Rotation Mode</td>
<td class="themeTableCell">Selects the <a href="RotationModes.html" class="link">Rotation Mode</a> for the animated property (only available for rotation properties). If multiple animated properties are selected, this will affect all rotation properties in the selection.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Select all Keys</td>
<td class="themeTableCell">Selects keys of the animated property in the Dopesheet/Curves view.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Select in Scene</td>
<td class="themeTableCell">Selects the appropriate bone/transform in the Scene View. </td>
</tr>
</table><h3 class="headline3" id="">Warning Icon</h3><p class="textBlock">If an animated property is not available in the current selected animated GameObject it is displayed in yellow together with a warning icon.</p><img src="images/MissingAnimatedProperty.png" class="image"></img>
<p class="imageText">Missing Animated Property</p><h2 class="headline2" id="">Animated Properties List Footer</h2><p class="textBlock">The footer of the Animated Properties List displays summary information of the current animation clip.</p><img src="images/ClipEditorFooter.png" class="image"></img>
<p class="imageText">Footer</p>
<div class="mainContentFooter">
<p class="textBlock" style="float:left">Copyright © 2017 - 2021 Soxware Interactive ALL RIGHTS RESERVED</p>
<p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
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UMotion Manual
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<h1 class="headline1" id="">Animation</h1><p class="textBlock">Tools for adding keys to the current animation clip.</p><img src="images/PoseEditorAnimation.png" class="image"></img>
<p class="imageText">Pose Mode - Animation</p><h2 class="headline2" id="">Key Selected</h2><p class="textBlock">Creates keys for the selected joints/transforms at the current frame. When clicked, a context menu appears providing the following options:</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">Menu Item</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Key All Modified</td>
<td class="themeTableCell">Keys all properties of the selected joints/transforms that have modifications.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Key All</td>
<td class="themeTableCell">Keys all properties of the selected joints/transforms.</td>
</tr>
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<td class="themeTableCell">Key Position</td>
<td class="themeTableCell">Keys all position properties of the selected joints/transforms.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Key Rotation</td>
<td class="themeTableCell">Keys all rotation properties of the selected joints/transforms.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Key Scale</td>
<td class="themeTableCell">Keys all scale properties of the selected joints/transforms.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Key Constraints</td>
<td class="themeTableCell">Only visible if a selected joint/transform has a constraint applied.</td>
</tr>
</table><h2 class="headline2" id="">Key Dialog</h2><p class="textBlock">Opens a dialog window that shows a list of all animated properties with filtering options to choose which animated properties should be keyed.</p><img src="images/AddKeysDialog.png" class="image"></img>
<p class="imageText">Add Keys Dialog Window</p><h3 class="headline3" id="">Filter</h3><p class="textBlock">When a filter is enabled (button is highlighted) the appropriate properties are visible in the list.</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">Filter</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Position</td>
<td class="themeTableCell">When enabled position properties are visible in the list.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Rotation</td>
<td class="themeTableCell">When enabled rotation properties are visible in the list.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Scale</td>
<td class="themeTableCell">When enabled scale properties are visible in the list.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Constraint</td>
<td class="themeTableCell">When enabled properties of constraints are visible in the list.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Not Modified</td>
<td class="themeTableCell">When enabled properties that don't have modifications are visible in the list.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Not Keyed</td>
<td class="themeTableCell">When enabled properties that have no key in the current animation clip are visible in the list.</td>
</tr>
</table><h3 class="headline3" id="">Buttons</h3><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">UI Element</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Select All</td>
<td class="themeTableCell">Selects every animated property currently visible in the list.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Deselect All</td>
<td class="themeTableCell">Deselects every animated property.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Abort</td>
<td class="themeTableCell">Closes the dialog window without adding keys to the animation clip.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Add Keys</td>
<td class="themeTableCell">Adds key for all selected animated properties to the animation clip at the current frame and closes the dialog window.</td>
</tr>
</table><h2 class="headline2" id="">Auto Key</h2><p class="textBlock">Auto key updates/creates keys automatically at the current frame when a property is changed. Changes can be made via the <a href="Tools.html" class="link">Pose Tools</a> in the Scene View, by manipulating values directly in the <a href="Channels.html" class="link">Channels View</a> or any other function that manipulates a properties current value.</p><p class="textBlock">There are 3 different auto key modes:</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">Mode</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Off</td>
<td class="themeTableCell">No automatic keying. Keys need to be created and updated manually.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Update</td>
<td class="themeTableCell">Automatically updates the value of an existing key at the current frame.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Generate</td>
<td class="themeTableCell">Automatically creates a new key or updates the value of an existing key at the current frame.</td>
</tr>
</table>
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UMotion Manual
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<h1 class="headline1" id="">Channels</h1><p class="textBlock">The Channels List displays all channels of the current selected joints/transforms:</p><ul class="listMain">
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<p class="imageText">Pose Mode - Channels</p><p class="textBlock">By using the search box at the top it is possible to filter the channels of the selected joints/transforms by name. By clicking and dragging on the resize drag handle at the bottom, the size of the Channels view can be changed.</p><p class="textBlock">Channel values can be edited by using the input field or by clicking and dragging over the channel name. In some cases channels are read only (like if the rotation mode is <a href="RotationModes.html#QuaternionInterpolation" class="link">Quaternion</a> or <a href="RotationModes.html#Progressive" class="link">Progressive Quaternion</a>).</p><p class="textBlock">If a channel value is modified but not keyed, it is displayed with the <b>modified color</b> set in the <a href="Options.html" class="link">Options</a> (default: Red).</p><p class="textBlock">By right clicking on the channel name, a context menu appears with several options:</p><table class="themeTable">
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<td class="themeTableCell">Resets the not keyed modifications of every channel of the property (e.g. localPosition.x, localPosition.y and localPosition.z).</td>
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<td class="themeTableCell">Resets every channel of the property to zero (e.g. localPosition.x, localPosition.y and localPosition.z).</td>
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<td class="themeTableCell">Key Channel</td>
<td class="themeTableCell">Creates a key for the channel that was clicked at the current frame (e.g. localPosition.x). This is only possible if <b>Chain Neighbour Keys</b> is disabled in the <a href="ProjectSettings.html" class="link">Project Settings</a>.</td>
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<td class="themeTableCell">Key Property</td>
<td class="themeTableCell">Creates keys for every channel value of the property (e.g. localPosition.x, localPosition.y and localPosition.z).</td>
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<td class="themeTableCell">Select Property in Clip Editor</td>
<td class="themeTableCell">Selects the property in the <a href="AnimatedPropertiesList.html" class="link">Animated Properties List</a> in the Clip Editor.</td>
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<td class="themeTableCell">Selects the property and all keys at the current position of the frame cursor in the Clip Editor.</td>
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<p class="textBlock" style="float:left">Copyright © 2017 - 2021 Soxware Interactive ALL RIGHTS RESERVED</p>
<p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
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UMotion Manual
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<h1 class="headline1" id="">Child-Of <span class="professionalTag">Professional</span></h1><p class="textBlock">With the Child-Of Constraint it is possible to change the parent of a joint/transform during an animation. This is useful for <b>pick-up</b>, <b>throwing</b> or <b>gun reloading</b> animations.</p><p class="textBlock">A child-of constraint can only be assigned to joints/transforms that are within the animated character's/object's hierarchy. This is because animations in Unity can only address and manipulate joints/transforms that are a child of the Animator component that is playing the animation. In case of picking up stuff from the scene, a common approach to circumvent this limitation is by using an empty transform as "mount point". The mount point is part of your character's hierarchy and can thus be manipulated by the animation. A custom script triggered by an animation event is using "Transform.SetParent()" to make picked up objects a child of the mount point at runtime.</p><p class="textBlock">Please note, that due to the fact that Unity uses a Vector3 for scaling, it is technically not possible for the Child-Of constraint to correctly distort a joint/transform when the parent is scaled and the child is rotated. That's why the decision was made that the scale is never updated when the new parent's scale is changing.</p><p class="textBlock">Only one Child-Of Constraint can be added per joint/transform.</p><h2 class="headline2" id="">Dealing With Spaces</h2><p class="textBlock">Whenever the parent of any object (joint or transform) is changed by using the Child-Of constraint, you need to remember that this will also change the space the object's local position and rotation values. Think of the "zero" local position/rotation. As it the local position/rotation values are relative to the parent the object will be in completely different world space position depending if the parent is changed.</p><p class="textBlock">When changing the parent within an animation (either by keying the <b>Parent</b> or the <b>IK Pinning</b> property) also the space of the object's position/rotation will change from this frame on. Thus it is necessary to key the object's new position and rotation values at the same frame. If this would not be done, the position/rotation values of the previous parent's space would be used within the new parent's space which would produce some incorrect results.</p><p class="textBlock">It is also necessary to create a key for the object's position/rotation in the previous parent's space one frame before the parent is changed. Without this key, the animation curve would gently interpolate from the last position/rotation key (which is in the previous parent's space) to the position/rotation keys in the new parent's space. This would result in values that are neither in the previous nor in the new parent's space.</p><img src="images/IKPinning2Keys.png" class="image"></img>
<p class="imageText">Child-Of Changing Parent - 2 position/rotation keys are necessary</p><img src="images/ChildOfSpacesCurve.png" class="image"></img>
<p class="imageText">Child-Of Changing Parent - Position curve in different spaces</p><p class="textBlock">As you can see in the above screenshots without the key on frame 5, the curve would gently interpolate from frame 0 to frame 6. Between frame 5 and 6 the spaces are changed within one frame.</p><p class="textBlock">The good news is that UMotion automatically creates these keys whenever a new parent key is created. But it is in your responsibility to keep those keys up to date. That means that whenever you move or delete the parent key you need to move or delete the position/rotation keys accordingly.</p><h3 class="headline3" id="">Updating Position/Rotation Keys</h3><p class="textBlock">When you want to update the position/rotation of the object at the frame where the parent was keyed (or one frame before) it is necessary to update also the keys that are in the other space accordingly. Therefore, right click on the <b>Parent</b> or <b>IK Pinned</b> property and click on <b>Update Position and Rotation Keys</b>. This will automatically update the corresponding position/rotation keys in the other space. If keys have been deleted they will be recreated. This context menu item is only available at the frame where the <b>Parent</b> or <b>IK Pinned</b> property has a key or one frame before.</p><img src="images/ChildOfChannelsContext.png" class="image"></img>
<p class="imageText">Child-Of Parent Channel - Context Menu</p><p class="textBlock">When creating a parent key (that changes the current parent) and there are existing position/rotation keys at frames afterwards a dialog will automatically appear asking if the existing keys should be converted to be in the new parent's space.</p><h2 class="headline2" id="">Setup</h2><img src="images/ChildOfConstraintSetup.png" class="image"></img>
<p class="imageText">Child-Of Constraint - Setup</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">UI Element</th>
<th class="themeTableHeader">Description</th>
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<td class="themeTableCell" style="white-space: nowrap;">IK Pinning Mode</td>
<td class="themeTableCell">The IK Pinning Mode can be enabled on the IK handle to extend the <a href="InverseKinematics.html" class="link">Inverse Kinematics Constraint</a> with pinning functionality. In this mode the Parent property of the Child-Of constraint is replaced by an IK Pinning toggle (on/off) property (see below).
</br></br>
When an IK handle is pinned its parent is changed to be the root GameObject thus making it stay at its current position even if other bones are moved. When not being pinned the regular parent of the IK handle is used. Thus it is recommended to use the parent bone of the IK chain as IK handle parent (e.g. for the "IK_Left_Hand" the parent should be "LeftShoulder" or for the "IK_Left_Foot" the parent should be the "Hips").
</br></br>
The <a href="IKSetupWizard.html" class="link">IK Setup Wizard</a> is automatically setting up the IK pinning.
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</table><h2 class="headline2" id="AnimatedProperties">Animated Properties</h2><table class="themeTable">
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<td class="themeTableCell">Selects a new parent. If none is selected, its original parent is used.</td>
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<td class="themeTableCell" style="white-space: nowrap;">IK Pinned</td>
<td class="themeTableCell">This property replaces the parent property when "IK Pinning Mode" was enabled. When an IK handle is pinned, it stays in position even if the rest of the model is moved. This is achieved by making the IK handle a child of the root GameObject.</td>
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<p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
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<h1 class="headline1" id="">Clip Editor</h1><p class="textBlock">The Clip Editor is the main window of UMotion. It consists of the menu bar at the top, the Animated Property List on the left and the Dopesheet or Curve View (depending on the selected mode) on the right.</p><p class="textBlock">The Clip Editor can be used without the Pose Editor but in order to use the Pose Editor, the Clip Editor needs to exist in the current Unity Editor layout.</p><img src="images/ClipEditor.png" class="image"></img>
<p class="imageText">UMotion Clip Editor</p>
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<h1 class="headline1" id="">Clip Settings</h1><img src="images/ClipSettings.png" class="image"></img>
<p class="imageText">Clip Settings Window</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">UI Element</th>
<th class="themeTableHeader">Description</th>
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<td class="themeTableCell">Name</td>
<td class="themeTableCell">The name of the clip.</td>
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<tr class="themeTableRow">
<td class="themeTableCell">Framerate</td>
<td class="themeTableCell">The current framerate in frames per second (default: 60). Changing the framerate does not adjust the keys/animation events. In order to maintain the same speed/duration of the animation clip, use the box tool (i.e. the blue bars next to selected keys/events in the dopesheet) to scale all keys/events accordingly (e.g. changing framerate from 30fps to 60fps means that the keys need to be scaled up by a factor of 2).</td>
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<tr class="themeTableRow">
<td class="themeTableCell">Clip Length</td>
<td class="themeTableCell">Shows the total clip length in frames and seconds (read only).</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Loop Clip</td>
<td class="themeTableCell">When enabled, the exported clips loop flag will be set. This will loop the clip when added to an animator controller. Furthermore the <a href="DopesheetCurves.html" class="link">auto/clamped auto tangent mode</a> is changed in such a way, that the first and last key's tangent loop seamlessly.</td>
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<td class="themeTableCell">Generate Root Motion Curves</td>
<td class="themeTableCell">When enabled, UMotion will generate the root motion curves for humanoid *.anim files directly instead of Unity. Use the settings below instead of the settings usually shown in the Inspector of the exported *.anim file. Not supported for projects of type generic or when exporting to *.FBX.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Root Transform Rotation - Bake Into Pose</td>
<td class="themeTableCell">Bakes the root motion rotation into the animation. That means that when the animation loops, the character's rotation will be reset to the starting rotation.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Root Transform Position (Y) - Bake Into Pose</td>
<td class="themeTableCell">Bakes the root motion y position into the animation. That means that when the animation loops, the character's y position will be reset to the starting value.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Root Transform Position (XZ) - Bake Into Pose</td>
<td class="themeTableCell">Bakes the root motion x and z position into the animation. That means that when the animation loops, the character's x and z position will be reset to the starting value.</td>
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