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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.
294 lines
14 KiB
HTML
294 lines
14 KiB
HTML
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<title>UMotion Manual - Layers</title>
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<a href="https://www.soxware.com" class="headerLink">soxware.com</a>
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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="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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<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="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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<label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
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<li class="file"><a href="Dopesheet.html">Dopesheet</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"><b><u>Layers</u></b></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="EditInPlayMode.html">Edit In Play Mode</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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<div class="mainContent">
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<h1 class="headline1" id="">Layers <span class="professionalTag">Professional</span></h1><p class="textBlock">Similar to how layers work in famous image processing applications, multiple layers can be added to animation clips in UMotion. This is useful for modifying complex existing animations (e.g. motion captured clips), adding additional details to an animation without touching the "base" animation, better organization of an animation,...</p><img src="images/LayersView.png" class="image"></img>
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<p class="imageText">Clip Editor - Layers</p><p class="textBlock">To show the Layers View it is necessary to enable the toggle button on the lower right corner of the Clip Editor. The Layer View is drawn next to the Dopesheet/Curves view. The "Base Layer" can't be removed or edited in any way.</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"><img src="images/LayersButton.png" class="imageNoBorder"></img></td>
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<td class="themeTableCell">Shows/hides the Layers View.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell"><img src="images/LayersAddButton.png" class="imageNoBorder"></img></td>
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<td class="themeTableCell">Adds a new layer above the current selected layer. A dialog will appear to set the name and the blending mode of the new layer.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell"><img src="images/LayersDeleteButton.png" class="imageNoBorder"></img></td>
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<td class="themeTableCell">Deletes the current selected layer and all its keys.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell"><img src="images/LayersDeleteAllButton.png" class="imageNoBorder"></img></td>
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<td class="themeTableCell">Deletes all layers except the "Base Layer" and all their keys.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell"><img src="images/LayersUpButton.png" class="imageNoBorder"></img></td>
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<td class="themeTableCell">Moves the selected layer up.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell"><img src="images/LayersDownButton.png" class="imageNoBorder"></img></td>
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<td class="themeTableCell">Moves the selected layer down.</td>
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</tr>
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</table><p class="textBlock">Each layer can have keys for every property. The <a href="DopesheetCurves.html" class="link">Dopesheet/Curves View</a> always displays the keys of the current selected layer. The selected layer is displayed in light gray. A layer can be selected by clicking on it in the Layers View. There are 2 blending modes that define how the layers are mixed with the other layers:</p><ul class="listMain">
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<li class="listItem"><span class="listText"><b>Additive:</b> Modifications keyed on this layer will be added to the existing animation.</span></li>
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<li class="listItem"><span class="listText"><b>Override:</b> With this blending mode, layers will overwrite existing keys of lower layers. If a property has no key (in the override layer), the property is not overwritten.</span></li>
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</ul><p class="textBlock">Each layer (except the base layer) has a blend weight displayed as blue slide bar underneath the layer name. The blend weight defines how much influence the layer has on the final animation.</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"><img src="images/LayersMuteButton.png" class="imageNoBorder"></img></td>
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<td class="themeTableCell">Enables or disables muting of the layer. A muted layer has no influence on the animation neither in preview mode within UMotion nor in the exported clip.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell"><img src="images/LayersEditButton.png" class="imageNoBorder"></img></td>
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<td class="themeTableCell">Opens a dialog to edit the layer name and blending mode.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell"><img src="images/LayersAdditiveLabel.png" class="imageNoBorder"></img></td>
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<td class="themeTableCell">Indicates the current blending type of the layer. This can be either <b>A</b>dditive or <b>O</b>verride.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell"><img src="images/LayersBlendWeightBar.png" class="imageNoBorder"></img></td>
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<td class="themeTableCell">This slide bar can be used to adjust the blend weight of the layer. Click the slide bar and drag the mouse to increase/decrease the blend weight.</td>
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</tr>
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</table><h2 class="headline2" id="">Special Treated Channels</h2><p class="textBlock">The following channels are not supported in <b>additive</b> layers:</p><ul class="listMain">
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<li class="listItem"><span class="listText">FK/IK Blend (<a href="InverseKinematics.html#AnimatedProperties" class="link">Inverse Kinematics Constraint</a>)</span></li>
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<li class="listItem"><span class="listText">Parent (<a href="ChildOf.html#AnimatedProperties" class="link">Child-Of Constraint</a>)</span></li>
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<li class="listItem"><span class="listText">IK Pinning (<a href="ChildOf.html#AnimatedProperties" class="link">Child-Of Constraint</a>)</span></li>
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</ul><p class="textBlock">It's worth noting that Child-Of constraint doesn't support weighted layer blending as this would mix values that are in different spaces. The object with the Child-Of constraint attached will keep the value of the topmost layer until the weight is reduced to 0.</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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