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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.
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247 lines
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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="ProLesson2.html">2) Inverse Kinematics</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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<h1 class="headline1" id="">Support / FAQ</h1><ul class="listMain">
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<li class="listItem"><span class="listText">Have you discovered a bug?</span></li>
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<li class="listItem"><span class="listText">Is some information missing or wrong in the manual?</span></li>
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<li class="listItem"><span class="listText">You don't know how to create a specific animation?</span></li>
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<li class="listItem"><span class="listText">...</span></li>
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</ul><p class="textBlock">Don't worry help is right at your fingertips. Please check out the frequently asked questions below before using any kind of support.</p></br><h3 class="headline3" id="">UMotion Question & Answers</h3><p class="textBlock">UMotion has a support forum similar to <b>Unity Answers</b>. There is no need to create an account and questions will be answered by the developer (and the community). The idea is to create a public accessible pool of answers so that your question is most likely already answered there.</p><p class="textBlock">Please use the search function before posting a new question.</p><p class="textBlock"><a href="https://support.soxware.com/" class="link">UMotion Question & Answers</a></p></br><h3 class="headline3" id="">Email Support</h3><p class="textBlock">Make sure to only use the email support, if your question should not be visible to the public for specific reasons (e.g. commercial topics, ...).</p><p class="textBlock">Please provide all requested information to allow us to help you as effectively as possible: <a href="https://www.soxware.com/email-support" class="link">EMail Support</a></p></br></br><h2 class="headline2" id="">Frequently Asked Questions</h2><h3 class="headline3" id="">Q: Why does the animation I have created look so bad? It feels unrealistic and unnatural.</h3><p class="textBlock"><b>A:</b> Take a look at this chapter: <a href="HowToCreateBetterAnimations.html" class="link">How to create better animations</a></p></br><h3 class="headline3" id="">Q: I have a problem with my exported animation?</h3><p class="textBlock"><b>A:</b> Please take a look at the <a href="ExportingAnimationsFAQ.html" class="link">Exporting Animations FAQ</a>.</p></br><h3 class="headline3" id="">Q: In UMotion the bones of my model are somewhat different than in my 3D modeling application. What's wrong?</h3><p class="textBlock"><b>A:</b> Unity doesn’t provide enough information to show the exact same bone structure again. What you see visualized by UMotion is an estimation of how the bones could have looked like in your 3D modeling application. Often the last bones in the bone hierarchy (like the last phalanx of a finger) are only displayed as a joint with no bone. This is due to the fact that there is no bone length information available.
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</br>It is possible to adjust the rig in the Config Mode to better fit the original bone structure (e.g. by adding custom joints at the finger tips to display the last bone correctly).</p></br><h3 class="headline3" id="">Q: UMotion crashes after updating to a newer version. What shall I do?</h3><p class="textBlock"><b>A:</b> Try to remove the previous installation by removeing the "Editor Default Resources/UMotionEditor" folder before updating to a newer version. If this doesn't fix the issue contact the support, please.</p></br><h3 class="headline3" id="">Q: Is it possible to convert a generic animation to humanoid or the other way around?</h3><p class="textBlock"><b>A:</b> Yes this is possible: <a href="ImportExport.html#ConversionHumanoidGeneric" class="link">Import / Export - Conversion between humanoid/generic</a></p></br><h3 class="headline3" id="">Q: Can I use <a href="http://bit.ly/2GuQdOZ" class="link">Final IK</a> components in UMotion?</h3><p class="textBlock"><b>A:</b> Yes. UMotion Pro's functionality can be extended via the <a href="Options.html#ExtendingUMotion" class="link">callback system</a>. It's even possible to bake the effect of the components that extend UMotion's functionality into the exported animation clip to save CPU time.</p></br><h3 class="headline3" id="">Q: How can I animate generic bones in a humanoid project (e.g. a tail, a weapon or "twist" bones)?</h3><p class="textBlock"><b>A:</b> "Twist" (or "Roll") bones are commonly used for making rotations around its own axis (e.g. forearm) look more natural. Humanoid avatars represent an arm using only two bones (i.e. the upper arm and the forearm) but they do not support "twist" bones. Thus these bones appear as generic bones within UMotion. Also additional bones like any accessories, equipment or additional body parts like e.g. a tail appear as generic bones within UMotion.
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</br></br>
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UMotion sets generic bones to be invisible by default as usually when dealing with humanoids those bones are not animated. If you want to animate generic bones, you need to turn the visibility on manually by switching into Config Mode, select the appropriate bone in the Rig Hierarchy and change the visibility to "Show" in the Properties tab (see <a href="Configuration.html#Properties" class="link">Configuration</a>).
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</br></br>
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You may notice that changing the visibility for "twist" bones is not possible. This is due to the fact that Unity's animation system does not support animating generic bones that are within the human skeleton (= if the generic bones have a humanoid bone as child). Consider switching to the generic animation type in that case.</p></br><h3 class="headline3" id="">Q: The shortcuts of UMotion sometimes don't work. Is this a bug?</h3><p class="textBlock"><b>A:</b> Probably not. Make sure that either the <b>Clip Editor</b>, <b>Pose Editor</b> or any <b>Scene View</b> has input focus when a shortcut is pressed. Shortcuts are also disabled when the Scene View is in Flythrough Mode (i.e. when the right mouse button is pressed).
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</br>If it's a specific shortcut that is not working, try to bind the shortcut to a different key. Some shortcuts already used by Unity don't work correctly: <a href="https://docs.unity3d.com/Manual/UnityHotkeys.html" class="link">Unity Manual - Hotkeys</a></p></br><h3 class="headline3" id="">Q: I've added a rotation key, but when playing the animation the bone is rotating in the wrong direction. Why?</h3><p class="textBlock"><b>A:</b> A rotation between two key frames always uses the shortest path. If your expected rotation would rotate more than 180 degrees, it will rotate the other (shorter) way around instead. Add an additional key in between so that the total amount of rotation between two keys is always smaller than 180 degrees.</p>
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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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