Mate-Engine/Assets/UMotionEditor/Manual/MirrorMapping.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="">Mirror Mapping</h1><p class="textBlock">The mirror mapping defines which bone/transform should map to which bone/transform on the other side (e.g. "Right Hand" maps to "Left Hand). It is used by the Pose Mode features <b>Copy to Other Side</b> and <b>Mirror Editing</b>. The mirror mapping configuration dialog is opened by clicking on the <b>Mirror Mapping</b> button in the Rig Hierarchy (see above).</p><p class="textBlock">An initial mirror mapping is automatically created when a new GameObject is applied to the Pose Editor. An automatic mapping algorithm estimates the mirror mapping based on the bone/transform hierarchy. It delivers perfect results most of the time, but due to the fact that there are so many different ways a rig can be composed it is not possible that the algorithm produces 100% correct results for every model. Thus sometimes it may be necessary to correct the mapping by hand using the configuration dialog below. The automatic mapping feature can also be used via the configuration dialog shown below.</p><p class="textBlock"><b>Important:</b> When custom joints/transforms are created the mapping is not updated automatically.</p><img src="images/PoseEditorMirrorMapping.png" class="image"></img>
<p class="imageText">Mirror Mapping - Configuration Dialog</p><p class="textBlock">The mapping is always bidirectional. That means that for example "Left Hand" maps to "Right Hand" is also applied the other way around. The mapping of humanoid bones is hard coded (thus always correct) and can't be edited.</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">Button</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Auto</td>
<td class="themeTableCell">Automatically generates the mapping for all child bones/transforms by using the automatic mapping algorithm.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell"><img src="images/PoseEditorMirrorMappingDelete.png" class="imageNoBorder"></img></td>
<td class="themeTableCell">Deletes the mirror mapping entry.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell"><img src="images/PoseEditorMirrorMappingEdit.png" class="imageNoBorder"></img></td>
<td class="themeTableCell">Opens a dialog window to edit the mirror mapping entry.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Add New</td>
<td class="themeTableCell">Opens a dialog window to add a new mirror mapping entry.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Remove All</td>
<td class="themeTableCell">Removes all mirror mapping entries.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell">Auto Configure All</td>
<td class="themeTableCell">Automatically generates the mapping for all bones/transforms in this UMotion Project file by using the automatic mapping algorithm.</td>
</tr>
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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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