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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.
396 lines
22 KiB
HTML
396 lines
22 KiB
HTML
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<title>UMotion Manual - Import / Export</title>
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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="InPractice3.html">3) Customizing an animation for a RPG</a></li>
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<h1 class="headline1" id="">Import / Export</h1><h2 class="headline2" id="">Exporting</h2><p class="textBlock">UMotion can export animation clips in Unity's proprietary <b>*.anim</b> file format or as <b>*.fbx</b> files. Before exporting animation clips, the exporter needs to be configured (see <a href="ProjectSettings.html#ExportSettings" class="link">Export Settings</a>).</p><p class="textBlock"><b>Important:</b> If you have problems with your exported animations, take a look at the <a href="ExportingAnimationsFAQ.html" class="link">Exporting Animations FAQ</a>.</p><table class="themeTable">
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<tr class="themeTableRow">
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<th class="themeTableHeader">Feature</th>
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<th class="themeTableHeader">*.anim</th>
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<th class="themeTableHeader">*.fbx</th>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Bone/Transform Animations</td>
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<td class="themeTableCell">Yes</td>
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<td class="themeTableCell">Yes</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Animation Events</td>
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<td class="themeTableCell">Yes</td>
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<td class="themeTableCell">Yes - Stored in Unity's asset import settings.
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</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Custom Animator Curves</br>(<a href="CustomProperty.html#AnimatorParameter" class="link">Custom Property - Animator Parameter</a>)</td>
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<td class="themeTableCell">Yes</td>
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<td class="themeTableCell">Yes - Stored in Unity's asset import settings.
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</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Curves for any Component Properties</br>(e.g. Blend Shapes, Light Intensity,...)</td>
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<td class="themeTableCell">Yes</td>
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<td class="themeTableCell">No</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Supported by 3rd Parties</td>
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<td class="themeTableCell">No</td>
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<td class="themeTableCell">Yes</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Supports Animation Compression</td>
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<td class="themeTableCell">No</td>
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<td class="themeTableCell">Yes</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Supports Quaternions</td>
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<td class="themeTableCell">Yes</td>
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<td class="themeTableCell">All curves are resampled to euler curves.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Supported Framerates</td>
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<td class="themeTableCell">Any</td>
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<td class="themeTableCell">120, 100, 96, 72, 60, 50, 48, 30, 24</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Requires UMotion Pro</td>
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<td class="themeTableCell">No</td>
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<td class="themeTableCell">Yes</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Supported Operating System</td>
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<td class="themeTableCell">Windows, Mac OS, Linux</td>
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<td class="themeTableCell">Windows, Mac OS</td>
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</tr>
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</table><p class="textBlock">In most cases exporting to <b>*.fbx</b> is the preferred choice. Please note that the <b>*.fbx</b> file format internally uses euler angles instead of quaternions. This can introduce <a href="RotationModes.html#EulerInterpolation" class="link">Gimbal Lock</a> in the exported animation clip even if in UMotion quaternion curves have been used.</p><p class="textBlock">UMotion offers two ways to export the animation clips of the current UMotion project:</p><ul class="listMain">
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<li class="listItem"><span class="listText">By clicking on <b>File ➔ Export All Clips</b> all clips of the opened UMotion project are exported.</span></li>
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<li class="listItem"><span class="listText">By clicking on <b>File ➔ Export Current Clip</b> only the current opened clip is exported (faster).</span></li>
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</ul><h2 class="headline2" id="Importing">Importing <span class="professionalTag">Professional</span></h2><p class="textBlock">By clicking on <b>File ➔ Import Clips</b> the <b>Import Clips Dialog</b> is opened. It can be used to import existing animations into the current UMotion project.</p><p class="textBlock">The yellow warning icon next to the animation clip indicates that the importer has detected a minor issue. Move the mouse over the list entry. The appearing tooltip will provide the full warning message.</p><p class="textBlock"><b>Tip:</b> To add multiple files to the <b>Import Clips Dialog</b>, select the files in Unity's <b>Project Window</b> and drag & drop them into the list view.</p><img src="images/ImportClipsDialog.png" class="image"></img>
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<p class="imageText">Import Clips Dialog</p><table class="themeTable">
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<tr class="themeTableRow">
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<th class="themeTableHeader">UI Element</th>
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<th class="themeTableHeader">Description</th>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Add Clips</td>
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<td class="themeTableCell">Adds animation clips to the import list. It's possible to select *.anim files, UMotion project files or any 3D model file format supported by Unity. If one of the latter 2 was selected, all animation clips found in that file will be added to the import list.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Select All</td>
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<td class="themeTableCell">Selects all clips in the import list.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Deselect All</td>
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<td class="themeTableCell">Deselects all clips in the import list.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Try Convert To Progressive</td>
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<td class="themeTableCell">When enabled, all rotation properties are converted to <a href="RotationModes.html#Progressive" class="link">Progressive Quaternion Rotation</a> if possible without any loss in quality.</td>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Disable Animation Compression</td>
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<td class="themeTableCell">Sets the model import setting "Animation Compression" to "None" for clips that are imported from a 3D file format. This ensures that the clips are imported at highest quality. The original setting is restored after the import process has finished.
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</br></br>
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This setting is enabled by default for new created UMotion projects of type humanoid. It is disabled for generic and legacy generic projects.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">FK to IK Conversion</td>
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<td class="themeTableCell">Automatically converts the imported clip to IK. Only available if IK chains are configured in this project. More information: <a href="FkToIkConversion.html" class="link">FK to IK Conversion</a></td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Delete FK Keys</td>
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<td class="themeTableCell">When enabled, FK keys that have been converted to IK will be deleted.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Animator Foot IK</td>
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<td class="themeTableCell">Only available when the current project is of type Humanoid.
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</br>
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</br>When enabled, the Animator's (Unity Mecanim) Inverse Kinematics for Humanoid Feet is applied when importing. This ensures that the feet reach their original position which could not be the case when retargeting an animation to a character with different proportioned legs.
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</br>
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</br>More information: <a href="https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/" class="link">Unity Blog - Humanoids</a> (see <b>Original hands and feet position</b>)</td>
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<tr class="themeTableRow">
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<td class="themeTableCell">Animator Hand IK</td>
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<td class="themeTableCell">Only available when the current project is of type Humanoid.
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</br>
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</br>When enabled, the Animator's (Unity Mecanim) Inverse Kinematics for Humanoid Hands is applied when importing. This ensures that hands reach their original rotation which could not be the case when retargeting an animation to a character with different proportioned arms.
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</br>
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</br>More information: <a href="https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/" class="link">Unity Blog - Humanoids</a> (see <b>Original hands and feet position</b>)</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell">Keyframe Reduction</td>
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<td class="themeTableCell">The keyframe reduction automatically removed redundant keys (= keys with equal values) from imported humanoid animation clips. This reduction can be set to "Lossy" or to "Lossless" (default). "Lossy", as the name implies, removes more keys but can produce visible jitter (usually noticeable on hands and feet).</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell">Abort</td>
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<td class="themeTableCell">Closes the import dialog window without importing any animation clip.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell">Import</td>
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<td class="themeTableCell">Imports all animation clips selected in the list.</td>
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</tr>
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</table><p class="textBlock">While importing a dialog window displays log messages regarding the ongoing import process. White messages are information, yellow are warnings and red are errors. Don't close this window before the import process has finished.</p><img src="images/ImportingDialog.png" class="image"></img>
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<p class="imageText">Importing Dialog</p><h3 class="headline3" id="">External Clip Import</h3><p class="textBlock">It is possible to import any animation clip that was created in an external application as long as the 3D file format is compatible with Unity. It is also possible to import animations in Unity's proprietary file format *.anim.</p><p class="textBlock">The following table provides an overview of the import compatibility depending on the animation rig type. When importing an UMotion project, this table does not apply.</p><table class="themeTable">
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<tr class="themeTableRow">
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<th class="themeTableHeader"></th>
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<th class="themeTableHeader">Importing Legacy</th>
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<th class="themeTableHeader">Importing Generic</th>
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<th class="themeTableHeader">Importing Humanoid</th>
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</tr>
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<tr class="themeTableRow">
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<th class="themeTableHeader">Legacy Project</th>
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<td class="themeTableCell">Yes</td>
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<td class="themeTableCell">Yes</td>
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<td class="themeTableCell">No</td>
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</tr>
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<tr class="themeTableRow">
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<th class="themeTableHeader">Generic Project</th>
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<td class="themeTableCell">Yes</td>
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<td class="themeTableCell">Yes</td>
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<td class="themeTableCell">No</td>
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</tr>
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<tr class="themeTableRow">
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<th class="themeTableHeader">Humanoid Project</th>
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<td class="themeTableCell">Yes</td>
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<td class="themeTableCell">Yes</td>
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<td class="themeTableCell">Yes</td>
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</tr>
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</table><h3 class="headline3" id="">UMotion Project Import</h3><p class="textBlock">It is possible to import animation clips of other UMotion project files into the current project. It is even possible to e.g. import an animation clip of a humanoid project into a generic project or vice versa (see below).</p><p class="textBlock">In order for the UMotion project import to work correctly, the rig configurations need to be identical. This means that the rigs of the characters need to match and that the custom created joints/transforms and all constraints need to be configured in the same way.</p><h2 class="headline2" id="ConversionHumanoidGeneric">Conversion between humanoid/generic</h2><p class="textBlock">It is possible to convert between humanoid and generic as it is possible to import a humanoid project into a generic project and vice versa.</p><h3 class="headline3" id="">Example Workflow</h3><p class="textBlock">In this example an UMotion project that contains animations for a character of type generic should be converted to humanoid:</p><ul class="listMain">
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<li class="listItem"><span class="listText">Duplicate the model of the character in Unity's project explorer.</span></li>
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<li class="listItem"><span class="listText">Select the duplicated model and in the Inspector, set the animation type to humanoid.</span></li>
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<li class="listItem"><span class="listText">Drag the duplicated model into the Scene View to create a new instance of it.</span></li>
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<li class="listItem"><span class="listText">Create a new UMotion project of type humanoid and assign the duplicated model to the Pose Editor.</span></li>
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<li class="listItem"><span class="listText">In the Clip Editor click on "File --> Import Clips".</span></li>
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<li class="listItem"><span class="listText">Click on "Add Clips" and select the UMotion project file that should be converted.</span></li>
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<li class="listItem"><span class="listText">Click on "Import".</span></li>
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<li class="listItem"><span class="listText">And that's it. Once the new imported clips are exported they can be used for all your characters as they are now of type humanoid.</span></li>
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</ul>
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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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