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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.
283 lines
13 KiB
HTML
283 lines
13 KiB
HTML
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<title>UMotion Manual - File</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="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="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="ProLesson4.html">4) Custom Properties</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="Playback.html">Playback Navigation</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">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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<div class="mainContentInner">
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<h1 class="headline1" id="">File</h1><img src="images/ClipEditorMenuBarFile.png" class="image"></img>
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<p class="imageText">Menu Bar - File</p><table class="themeTable">
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<tr class="themeTableRow">
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<th class="themeTableHeader">Menu Item</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;">New Project / Humanoid</td>
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<td class="themeTableCell">Creates a new project for animating GameObjects of type <b>Humanoid</b>. Humanoid animations use Unity's retargeting system thus making it possible to share the same animation between every humanoid character. As the name implies this animation type can only be used for bipedal characters.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">New Project / Generic</td>
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<td class="themeTableCell">Creates a new project for animating GameObjects of type <b>Generic</b>. Generic animations can be used for every type of animation whether being a monster, human, fish or a solid object. Animations can't be retargeted and can thus not be shared between different models.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">New Project / Generic (Legacy)</td>
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<td class="themeTableCell">Creates a new project for animating GameObjects of type <b>Legacy</b>. Legacy animations are like Generic animations but use <a href="https://docs.unity3d.com/Manual/class-Animation.html" class="link">Unity's legacy animation system</a>. It is recommended not to use legacy animations as they may become deprecated by Unity over time.</td>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Open Project</td>
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<td class="themeTableCell">Opens a UMotion project file. A currently opened project will be closed.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Close Project</td>
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<td class="themeTableCell">Closes the currently opened project. Projects are saved every time the Unity project is saved independently if the project is currently opened in UMotion or not.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Recently Opened Projects</td>
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<td class="themeTableCell">A list of the latest 10 projects that have been recently opened. The list is stored per Unity project. Click on any of the projects to open them. This is faster than navigating to them using the file dialog.</td>
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</tr>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Restore Project From Backup</td>
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<td class="themeTableCell">A list of all UMotion project backups the automatic backup system has created. Click on a backup to restore it. The automatic backup system is enabled by default. It automatically creates backups of UMotion projects in a defined interval (see <a href="Preferences.html" class="link">Preferences</a>).</td>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Import Clips</td>
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<td class="themeTableCell">Opens an import dialog window to import existing animations into the UMotion project (see <a href="ImportExport.html" class="link">Import / Export</a>).</td>
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<tr class="themeTableRow">
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<td class="themeTableCell" style="white-space: nowrap;">Export Current Clip</td>
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<td class="themeTableCell">Exports only the currently opened clip into the export directory (see <a href="ImportExport.html" class="link">Import / Export</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;">Export All Clips</td>
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<td class="themeTableCell">Exports all clips of the opened project into the export directory (see <a href="ImportExport.html" class="link">Import / Export</a>).</td>
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</tr>
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</table><h2 class="headline2" id="">New Project</h2><p class="textBlock">UMotion projects are stored as *.asset files. As other editor extensions may use the same file extension to store data it is recommended to choose an appropriate name to indicate that the file is related to UMotion. UMotion *.asset files are automatically tagged as "UMotion Project".</p><img src="images/NewProjectDialog.png" class="image"></img>
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<p class="imageText">New Project File Dialog</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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