Mate-Engine/Assets/UMotionEditor/Manual/GettingStarted.html
shinyflvre 091ae7be88 Public Release X3.0b
# 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.
2025-11-01 10:12:19 +01:00

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UMotion Manual
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<h1 class="headline1" id="">Getting Started</h1><h2 class="headline2" id="">Installing UMotion</h2><p class="textBlock">Congratulations! When you can read this, you've already successfully downloaded the UMotion package from the Unity Asset Store and have imported it into your project.</p><h3 class="headline3" id="">Imported Folders</h3><p class="textBlock">When UMotion was imported into your project, two folders have been created in the Assets directory:</p><ul class="listMain">
<li class="listItem"><span class="listText">
<b>UMotion Editor</b>
</br>This folder contains everything UMotion needs to function properly. You can move the <b>UMotionEditor</b> folder anywhere in your project. UMotion resources are not added to your built game and thus won't increase your build size.
</span></li>
<li class="listItem"><span class="listText">
<b>UMotion Examples</b>
</br>This folder contains an example scene with example animations. When using UMotion the first time, it's recommended to take a look at the examples. If you don't need them you can delete the whole folder.
</span></li>
</ul><h3 class="headline3" id="">Uninstalling</h3><p class="textBlock">To remove UMotion from your project, remove both folders mentioned above.</p><p class="textBlock">Be careful, there may be other resources in <b>Editor Default Resources</b> used by other Editor Extensions.</p><h2 class="headline2" id="">Starting UMotion</h2><h3 class="headline3" id="">Setup Your Workspace</h3><p class="textBlock">Two new editor windows have been automatically added in Unity's Menu Bar.</p><img src="images/UnityWindowUmotionEditor.png" class="image"></img>
<p class="imageText">Unity Menu Bar - Window</p><p class="textBlock">Click on <b>Windows ➔ UMotion Editor ➔ Clip Editor</b>. The Clip Editor will appear on your screen. You can now dock the window anywhere in your Unity Editor Layout. A useful position is usually at the bottom where the Project and Console Window is located in the default layout.</p><p class="textBlock">Once you've docked the Clip Editor, open the second window by clicking on <b>Windows ➔ UMotion Editor ➔ Pose Editor</b>. The window can also be docked where it fits best for you. A preferred position is usually at the right hand side where the Inspector is located in the default layout.</p><img src="images/UMotionDefaultLayout.png" class="image"></img>
<p class="imageText">A typical editor layout when using UMotion</p><p class="textBlock">In Unity it is possible to define and save custom editor layouts. If you want, you can create a custom layout to be used when creating animations. You can switch between editor layouts depending on the current work you are doing in the editor. Editor layouts can be created, saved and changed by using the "Layout" button in the upper right corner of the Unity editor. More information regarding custom editor layouts can be found here: <a href="https://docs.unity3d.com/Manual/CustomizingYourWorkspace.html" class="link">Unity Manual - Customize Your Workspace</a></p><p class="textBlock">You may want to add the Animator window (<b>Windows ➔ Animator</b>) or multiple Scene Views to that layout. You can add additional Scene Views by making a context click on the Scene View tab and clicking on <b>Add Tab ➔ Scene View</b>. It is possible to switch a Scene View from perspective into isometric mode by clicking on the <b>Persp</b> text under the Gizmo in the upper right corner of the Scene View. By clicking on one of the axis of the Gizmo, you can make the Scene View camera look exactly into the related direction. That way you can add Scene Views for top view, side view,... More information regarding the Scene View can be found here: <a href="https://docs.unity3d.com/Manual/SceneViewNavigation.html" class="link">Unity Manual - Scene View Navigation</a></p><img src="images/UMotionMultipleSceneViews.png" class="image"></img>
<p class="imageText">Editor layout with multiple Scene Views</p><p class="textBlock">When animating something that is going to be used from a first person perspective, the Game View comes in handy. It can be used to preview the animation from the same perspective as it is going to be used (if the game camera is placed accordingly). All changes done in any of the Scene Views is automatically reflected in the Game View.</p><h3 class="headline3" id="">Creating A New Project</h3><p class="textBlock">Once you setup your workspace, you can start creating animations. In the UMotion Clip Editor click on <b>File ➔ New Project</b> and select the type of animation you want to create. All three unity animation types are supported (Humanoid, Generic and Legacy).</p><img src="images/ClipEditorMenuBarFile.png" class="image"></img>
<p class="imageText">Menu Bar - New Project</p><p class="textBlock">Choose the same animation type, as the one that is set in the import settings of the 3D model you want to animate. A file dialog will open prompting you to save the UMotion project. As the file extension <b>*.asset</b> can also be used by other editor extensions, it is recommended to choose a name or a directory whose name is somehow related to UMotion. The file has to be stored in the projects <b>Assets</b> folder or any of its sub-directories.</p><img src="images/NewProjectDialog.png" class="image"></img>
<p class="imageText">Save Project File Dialog</p><h3 class="headline3" id="">Select A GameObject</h3><p class="textBlock">If the 3D model you want to animate isn't already present in the current scene, create a new instance of it by dragging it from Unity's Project window into the current scene. To start animating it, drag the instance of the 3D model from Unity's Hierarchy window to the field in the Pose Editor where it says <b>Select a GameObject to animate</b>.
A dialog window will popup indicating that the GameObject has bones and transforms that are not configured in the current project. Click on "Create Configuration" to add them to the project.</p><img src="images/CreateConfigurationDialog.png" class="image"></img>
<p class="imageText">New Rig Detected - Dialog</p><h3 class="headline3" id="">And that's it. You are ready to start animating!</h3><p class="textBlock">To continue learning, please check out the example scene located at <b>Assets/UMotion Examples</b>. Please follow the instructions of the 3D texts in the scene.</p><p class="textBlock">There are plenty of <a href="VideoTutorials.html" class="link">Video Tutorials</a> available split into several chapters. Also make sure to read through this manual it provides even more detailed information.</p><img src="images/UMotionSetupFinished.png" class="image"></img>
<p class="imageText">The configuration is complete and the model is ready to be animated.</p>
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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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