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# MateEngine X3.0 ## Windows and Taskbar Sitting Rewrite * Avatars sit more naturally on windows and the taskbar. Legs render in front while hair renders behind for a seamless look. * Transitions between dragging and sitting are smoother. * Alignment with windows and the taskbar improved. If a model looks off adjust **Y Offset** in settings. Some models may need minor manual tweaks due to different bone rigs. * You can give headpats while the avatar sits. The avatar closes its eyes and shows sparkling particles. More headpat animations will be added later. * The avatar no longer jumps off the taskbar when the Windows Start Menu or Search opens. * You must hold the avatar for at least one second before it will sit to prevent accidental sits during fast moves. ## Feed System (Alpha) * Avatars can drink. Press the middle mouse button to open the Food Radial menu. Spawn smoothies and bring them to the avatar to feed. This is an early access feature. * When Spawning a Smoothie it will always spawn a Random smoothie! Keep in mind this feature is new and not perfect but i think it is a nice to have! ## Drag Smoothing * Dragging the avatar feels smoother and more stable. * A light smoothing effect was added to make dragging natural without noticeable delay. ## Taskbar Sitting Changes * The circle menu is disabled while the avatar sits on the taskbar, showing only **Jump Off**. * This prevents visual overlap from other UI while sitting. * Moving the menu up while sitting increases cost, so it remains off for taskbar sitting but works normally on window sitting. ## Animation Changes * Minor rotation adjustments to dragging animations. * Improved transition timing for intimate animation for smoother flow. ## Minecraft Integration MateEngine reacts to Minecraft events in real time. The avatar comments on gameplay, warns about danger, and celebrates victories. ### How it works * Install the **MateSignal Forge mod** in Minecraft and run **MateEngine** on the same device or local network. * MateSignal forwards in-game events to MateEngine so the avatar can display messages or play animations. * Intended for singleplayer and private multiplayer use. Avoid competitive or official servers where live alerts could be an unfair advantage. ### Examples of reactions * Day start: cheerful wake-up * Night start: reminder to stay safe * Nearby mobs: instant warnings for creepers, zombies, etc. * Low health or hunger: worried or encouraging lines * Crafting: excited comments * Weather: reactions when rain starts * Death: sad or comforting messages * Biome discovery: happy or curious reactions * Eating: cheering during meals * Killing mobs: victory reactions ### Requirements * Minecraft 1.21.10 * Forge Mod Loader * MateSignal installed and integration enabled in MateEngine ## Dance Player Update * Added **Lock Mode (Experimental)**. Enables camera tracking for dances that move the avatar far left or right so the window follows their motion. ## Hand Tracking Changes * Hand tracking is more accurate to the mouse position. * Reduced activation zone to prevent unwanted tracking on smaller avatars. ## Buy Option * Added a buy button to the Minecraft Integration and Steam DLC categories. These buttons appear when running the free GitHub build. ## Bug Fixes * Avatars no longer attach to windows or the taskbar while custom dances are active. * Fixed avatar disappearing after sitting on minimized windows. * Fixed incorrect positioning when a window closes. * Fixed teleport when a window is maximized. ## Internal Changes * Removed unused code to reduce missing script warnings. * General cleanup and small performance adjustments.
241 lines
10 KiB
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241 lines
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<title>UMotion Manual - Edit In Play Mode</title>
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<img src="styles/UMotionLogoHeader.png"></img>
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<a href="https://www.soxware.com" class="headerLink">soxware.com</a>
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<div class="versionHeader">
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<p class="versionText">Version: <b>1.29p04</b> </p>
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UMotion Manual
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<li class="file"><a href="UMotionManual.html">UMotion Manual</a></li>
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<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
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<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
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<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
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<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
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<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
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<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
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<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
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<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
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<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
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<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
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<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
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<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
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<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
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<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
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<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
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<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
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<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
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<label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
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<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
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<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
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<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
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<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
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<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
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<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
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<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
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<li class="file"><a href="Preferences.html">Preferences</a></li>
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<li class="file"><a href="ImportExport.html">Import / Export</a></li>
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<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
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<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
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<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
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<li class="file"><a href="RootMotion.html">Root Motion</a></li>
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<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
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<li class="file"><a href="Curves.html">Curves View</a></li>
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<li class="file"><a href="Playback.html">Playback Navigation</a></li>
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<li class="file"><a href="Layers.html">Layers</a></li>
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<label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" id="PoseEditor" />
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<label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
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<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
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<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
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<li class="file"><a href="Configuration.html">Configuration</a></li>
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<li class="file"><a href="ConfigDisplay.html">Display</a></li>
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<li class="file"><a href="Tools.html">Tools</a></li>
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<li class="file"><a href="Selection.html">Selection</a></li>
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<li class="file"><a href="PoseDisplay.html">Display</a></li>
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<li class="file"><a href="Animation.html">Animation</a></li>
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<li class="file"><a href="Options.html">Options</a></li>
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<li class="file"><a href="EditInPlayMode.html"><b><u>Edit In Play Mode</u></b></a></li>
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<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
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<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
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<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
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<li class="file"><a href="Support.html">Support / FAQ</a></li>
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<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
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<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
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<li class="file"><a href="Credits.html">Credits</a></li>
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<div class="mainContent">
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<h1 class="headline1" id="">Edit In Play Mode</h1><p class="textBlock">UMotion can be used during <b>edit mode</b> and during <b>play mode</b>. Editing animations during play mode has great advantages in most situations:</p><ul class="listMain">
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<li class="listItem"><span class="listText">As the animation can be tested in the same situation as it is going to be used, the number of iterations is greatly reduced.</span></li>
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<li class="listItem"><span class="listText">It's easy to fine tune animations to make them fit perfectly into the game situation and the scene geometry.</span></li>
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</ul><p class="textBlock">To use UMotion during play mode, hit the <b>Pause Button</b> to pause the game.</p><p class="textBlock">UMotion can now be used like in edit mode by opening a project and selecting an animated GameObject from the current scene with the Pose Editor. This will modify the GameObject, but once Playing is continued, its original state is restored.</p><img src="images/PlayModeButtons.png" class="image"></img>
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<p class="imageText">Play Mode Buttons</p><p class="textBlock">All changes done during play mode are stored in the UMotion project.</p><p class="textBlock">After the animation was edited in UMotion, it needs to be exported by clicking at <b>File ➔ Export All Clips</b>. This will automatically update the previously exported clips. The new clips will be immediately used in the current play session.</p><img src="images/ClipEditorExportAllClips.png" class="image"></img>
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<p class="imageText">Export All Clips</p><p class="textBlock">To continue playing, click on the Pause Button again.</p>
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<div class="mainContentFooter">
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<p class="textBlock" style="float:left">Copyright © 2017 - 2021 Soxware Interactive ALL RIGHTS RESERVED</p>
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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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