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SmoothMoves User Manual v2
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1. Sliding the zoom will adjust the zoom setting in the Animation Window You can also zoom in the Animation Window with the middle mouse wheel Mesh Color To set the overall mesh color click on the color swatch or select a color with the eyedropper EJ Mesh color is the base color and can be overridden or blended with bone colors and keyframe colors See 7 Color And Lighting for more information Settings Window The settings window is opened by clicking the gear icon in the Animation Controls section Show Gizmo Labels Toggling this on will show the labels for the selected keyframe in the Animation Window It will also show the values for the position rotation and scale properties if they are set Figure 5 114 Show Gizmo Labels ow Gizmo Labels 90 Animation Editor Show Bone Bounds Toggling this on will place a purple box around the selected bone in the Animation Window This helps you to see your bone s size and if you have any extra space in the texture Figure 5 115 Show Selected Bone Bounds 10w Selected Bone Bounds Figure 5 116 Selected Bone Bounds Show Grid Toggling this on will show a network of lines that can be used for placing bones If you don t want to see this grid you can turn it off here You can set the grid spacing interval in pixels to better fit the animation you are working on Figure 5 117 Grid Size Non Selected Bone Darken When you select a keyframe in the Ti
2. Mac Keyboard Shortcuts e Cmd A Adds a bone to the Root bone e Cmd Shift A Adds a bone to the currently selected bone Deleting Bones Y ou can delete a bone by right clicking it and selecting Delete Bone from the context menu de Deleting a bone will delete the bone in all animation clips in the animation Figure 5 8 Delete Bone Context Menu Sm Add Bone Rename Bone Select all keyframes in bone Make Bone the Base You will be asked to confirm that you want to delete the selected bone Figure 5 9 Delete Bone Confirmation Confirm Bone Deletion Are you sure you want to delete bone Kerchief Front This will remove the bone from all animation clips No A Bone Hierarchy 41 Windows and Mac Keyboard Shortcuts e Delete Deletes the currently selected bone e Backspace Deletes the currently selected bone Renaming a Bone To rename a bone select a bone right click for the context menu and click Rename Bone The bone label will change to a textbox that you can use to change the name of the bone When you are finished renaming just click elsewhere or type the Enter key Figure 5 10 Rename Bone Context Menu Add Bone Delete Bone Select all keyframes in bone Make Bone the Base Windows and Mac Keyboard Shortcuts e R Switches bone to rename mode e Enter Finalizes new name Reordering Bones You can change the parent child relationships between bones by dragging a bone to
3. Script BoneAnimatior O Animation Data Chef BoneAnirr Open Control Panel Note that you can switch the color processing on and off at runtime through code This lets you keep it off when you are not needing to process color and turn it on for the moments when it is necessary O Y ou can set user triggers in your code to turn color processing on and off 9 Redistributing Your Work 9 1 Share Your Work SmoothMoves is designed so that you can export your work to be used in other projects You may also sell your work by exporting the animations and their support files bh Care must be taken so that you don t export too much or you will be violating the license terms of SmoothMoves 9 2 What to Export You may export the following files to users without a SmoothMoves license e Atlases e Materials created by the atlases e Textures created by the atlases e Bone Animation Data assets e Bone Animations gameobjects in the scene that use Bone Animation Data 125 126 Redistributing Your Work e SmoothMoves_Runtime dll found in the Plugins folder O You may export your source textures but it is not necessary The source textures are only used by the Animation Editor and are not used at runtime If you are sharing your work with someone that will be modifying the animation then you should include the source textures in your export 9 3 What you MAY NOT EXPORT Exporting the following will be in violati
4. The texture file is the actual texture atlas which will contain all your source textures packed into a single file 14 Atlas Editor 3 3 Atlas Settings Figure 3 5 Atlas Settings Padding Rebuild Atlas Max Atlas Size Force Square Padding This is the amount of pixels between each of your source textures in the final atlas texture More padding allows you to have higher compression without bleeding of color into other textures Figure 3 6 Texture Low Padding 1 pixel Atlas Settings 15 Figure 3 7 Texture High Padding 30 pixels 3 Ghef 1024 RGBA Compresse 1 0 M Ez See the FAQ for more information Max Atlas Size This lets you set the maximum size of the final atlas texture Limiting your atlas to a certain size will force the image generator to keep your atlas below this limit This can be useful if the total size of your source textures exceeds the limitations of an atlas such as on a mobile device You can also keep this value very high in the atlas editor and control the maximum size directly in Unity s texture inspector if you prefer 16 Atlas Editor Figure 3 8 Unity Texture Max Size Default Format RGBA Compressed D Preview w Bs t rm 1024x10 Com preceet DXTS 1 0 MB Note that if you set the max texture size too low Unity will cut off the individual textures This is a bug or feature depending on how useful you find it of Unity s
5. 3 Local Position 5 782579 194 1304 CI Local Rotation Local Scale 6 2 Sections The animation curve editor is composed of several sections e Value Axis e Frame Axis e Scale Settings e Main curve window Sections 95 e Node Settings Value Axis The value axis runs horizontally on the left side of the editor It shows the value range that the nodes of your curve contain Figure 6 3 Values These values can vary widely depending on the type of property you are editing For instance if you are editing a color curve then the values will probably range from zero to one Rotation curves may have something like 120 to 560 or any number possible 96 Animation Curve Editor Frame Axis The frame axis runs vertically along the bottom of the editor It shows the range of the frames used by this animation curve Figure 6 4 Frames When you move your mouse over the main curve window you will see the frames highlight green to show you where you are in the timeline Scale Settings Y ou can Zoom the animation window by sliding the zoom vertical bar at the top of the editor Figure 6 5 Zoom If you want to quickly show all of the curve in the main curve window you can click the Fit To Window button to jump to this zoom level Figure 6 6 Fit To Window Fit to Window Sections 97 Main Curve Window Figure 6 7 Main Curve Window The main curve window shows the animation curve for
6. 5 48 Delete Keyframe Confirmation Delete Keyframe Confirmation re you sure you want to delete this keyframe Windows and Mac Keyboard Shortcuts e Delete Deletes selected keyframes e Backspace Deletes selected keyframes Reset Transform C Timeline 57 You can quickly set a keyframe s location rotation and scale properties back to their defaults by selecting keyframes right clicking and selecting Reset Transform from the context menu Figure 5 49 Reset Transform lo Duplicate Previous Keyframe Duplicate First Keyframe Cut Keyframe Copy Keyframe Delete Keyframe Insert Frame Setting Atlases You can quickly set multiple keyframes atlases by selecting a range of keyframes right clicking and selecting Set Atlases from the context menu This is useful when setting up an animation that will be using one or a few atlases for all of its bones 58 Animation Editor Figure 5 50 Set Atlases AA Duplicate Previous Keyframes Duplicate First Keyframes Cut Keyframes Copy Keyframes Delete Keyframes Reset Transforms Insert Frames Delete Frames This will pop up a window where you can set the keyframes type and atlas Be sure to set the type to Image if you want the keyframes to show a texture When you have selected the atlas click the Update Selected Keyframes button to apply the change Figure 5 51 Set Atlases Popup Window A Image GF MW Atlas C
7. Animation Editor Figure 5 74 Scrubbing 5 8 D Keyframe Properties The Keyframe Properties window is where you will set all the properties for a single keyframe such as position rotation scale texture depth colliders etc Keyframes do not need all of their properties set You can choose which properties of a keyframe to use by toggling the checkbox to the left of each property Figure 5 75 Choose Keyframe Properties User Trigger ga No Type Key mg No Atlas Key No Texture Key Depth Depth 7 No Collider Key Jo Position Jo Position Y Key Jo Position Z Key The only exception to this is that frame zero for all animations all bones needs to have all of its prop erties set Keyframe Information At the top of the properties window is a box containing some information about the selected keyframe namely the animation clip name the bone name and the frame where the keyframe exists D Keyframe Properties 67 Figure 5 76 Keyframe Information Stand Body 0 User Trigger A keyframe can fire a user trigger which simply sends a signal back to your code at a specific point in the animation You can use this signal to perform your own game logic To set the user trigger to fire be sure the checkbox is checked Figure 5 77 User Trigger O A good example of how this can be used is with sound effects You may want to have a sound play at a particular point in your animation EJ Ch
8. Collider Sphere Radius Match Texture Size Is Trigger See Is Trigger in the Box Collider section above Layer See Layer in the Box Collider section above Collider Center See Collider Center in the Box Collider section above D Keyframe Properties 75 Collider Sphere Radius This is the radius in three dimensions for the size of the sphere collider Match Texture Size Pressing this button will make the radius attempt to fit your texture Note that if your texture has a lot of empty space the sphere collider may appear too large Colliders and Layer Collision Local Position EJ For more information on sphere colliders please see the Unity documentation on Sphere The local position will generate animation curves for the x y or z or all three positions of your bone The local position is relative to the position of the bone s parent bones Figure 5 93 Local Position Local Position 177 7805 76 Animation Editor A If you change a property that generates an animation curve you may receive a warning icon This is telling you that the property needs at least two keyframes set to generate the animation curve If you do not set another keyframe for this property then your settings will not be seen in your animation while playing O You may want to not generate an animation curve for a particular property By not having two keyframes for an animation curve property you will be able to manually control that p
9. Create Empty Figure 4 4 Create Empty GameObject center On Ehiaren Wale DO arar Select the newly created GameObject in the Hierarchy Window 28 Sprites Drag the Sprite script component onto the new GameObject from the SmoothMoves_Runtime dll library Inspector a F CA Relative Scale D A RP A Alternatively you can add the sprite component through the Unity menu by going to Creating a Sprite 29 Figure 4 7 Add Sprite Component Through Menu Component Terrain Asset Store Tools Smooth Moves Win Mesh Effects Physics Navigation Audio Rendering Miscellaneous Ww EE Se ee te Animation Bone Collider Animation Manager Bone Animation Knight Sprite Texture Function Mono Behaviour Other Components When you create a sprite Smooth Moves will automatically add other components for the sprite to work including e Mesh Filter Used to store the actual mesh vertex data e Mesh Renderer Used to render the mesh in the game window You don t need to adjust these components since they are handled automatically and modified behind the scenes 30 Sprites 4 2 Sprite Component Figure 4 8 Sprite Component Y Sprite Script y Texture Atlas l Weapons Texture Axe 3 Relative Scale Absolute Size Scale X 1 Scale Y T Color IE Create Seperate Mesh The sprite component has several properties including e Atlas Th
10. SPSS vostra Eli cana 117 OD Skinned Mesh Dhow Cals 2er aiii sisi aii ida 117 8 3 Creating Assets for Older Devices Multiple Resolutions lt lt oooocoooooooo o 118 4 Create Low Res Materials and Textures oocooosonssnorana cr 119 Duplicate the Materials and Textures 45 2cs524 so ts ieee tare dane eese 119 Set the Max Size of your Low Res Textures Smaller eee eee eee eee ee eee eee eee eens 119 Set the Low Res Material s Texture to the Low Res Texture eee eee eee eee ee eee eee nee 120 viii 10 11 Table of Contents Se Swap Material YoUr Senpi aia AAA 121 6 Addithe Senpi toa Bone ANIMalOn casciorris irrita AA 121 SA Colorand Lighting berri o AS ia o 123 Redistributing Your Work cuina a A A IS A A a 125 Oy Share Your Work sosinicadinaia nada idee cda di a a 125 02 WhatiG Export errar AAA A die 125 93 What you MAY NOTEXPORT 30 AS Aa 126 014 Export Process RARA AA DAA AAA AAA AAA AA 126 015 Import Progess agitada aa 127 FAQ and Troubleshooting o as 129 iOi Questions presentas dro a a AI 129 PO AMES Ear ia aa 130 Q Why are each of my animations taking at least one draw Call oooooooooommm 130 Q Why aren t my sprites dynamically batching eee eee ee eee eee eee ee eee 130 Q I have set colors on my bones or keyframes so why is the color not updating when I run the SOON Mens e oe a ch ee ie an ae eh Sy we ae le eh eo eh ee Soh a NS A TASA Gat
11. This will give you more frames to work with d When moving a node left or right if you drop on a frame that has no keyframe set a new keyframe will be added automatically and the property turned on If the frame already has a keyframe then the property will just be turned on Adding a Node To add a node be sure the ints On button is toggled on in the upper right corner of the editor Figure 6 10 Add Points On y Add Points On When this is on you can move your mouse over the curve Anywhere there is a frame without a keyframe set the add node icon will appear Figure 6 11 Add Node To add the node click the icon A new keyframe will be set and this property will be turned on If there is already a keyframe present then the property will just be turned on Deleting a Node To delete an existing node click on the node and press delete node button in the bottom right corner of the editor Figure 6 12 Delete Node 100 Animation Curve Editor Figure 6 13 Delete Node Confirmation Confirm Key Deletion Are you sure you want to delete the key at frame 3 Windows and Mac Keyboard Shortcuts e Delete Deletes the selected node e Backspace Deletes the selected node Adjusting a Tangent To alter a tangent of a node click on the handle s circle and drag the mouse up and down Adjusting the tangent will steepen or smooth a node s curve so that an animation will be more or less exager ated F
12. aa Z o Match Texture Size Is Trigger This is set if you want your collider interactions to be handled like a trigger Layer This controls what Unity layer the collider will be on and more specifically what layer your bone will be on for this keyframe You can use layers to control which colliders interact with each other If the Use Animation Layer 1s set to true then whatever layer your animation is set to will be used for this keyframe If this is set to false you can select your layer from Unity s list of layers Filtering your physics layer interactions can help prevent unwanted triggers from processing Collider Center This is the offset of the collider relative to your bone s position This offset is in three dimensions so you have more flexibility on how it will interact with your scene Collider Box Size This is the size of the box collider along the x y and z axis The size is in three dimensions so you have more flexibility on how it will interact with your scene Match Texture Size Pressing this button will make the x and y sizes of the box collider attempt to fit to your texture Note that if your texture has a lot of empty space the box collider may appear too large EJ For more information on box colliders please see the Unity documentation on Box Colliders and Layer Collision Sphere Collider Figure 5 92 Set Sphere Collider Y Is Trigger Layer Use Animation Layer Collider Center
13. limitation Figure 10 8 Higher max atlas size Padding Max Atlas Size A E Figure 10 9 Set max size lower in inspector Default ela Ba RGBA 16 bit Revert Apply Preview d Lu Ts Chef Hi Res 256x128 RGBA 16 bit 64 0 KB 11 Guide Version History 2012 06 14 1 e Added Guide Version History e 8 2 Skinned Mesh Draw Calls Added tip on how to improve draw call performance by keeping atlases near each other in depth 2012 07 09 1 e Bone Visibility Changed the bone visibility toggle to show the new deactivate bone feature 2012 10 23 1 e Updated to reflect changes made in 2 0
14. texture packer and is not driven by SmoothMoves EJ See Q Why are my textures cut off in the texture atlas for more details Force Square Forcing an atlas texture to be square means that the image generator will fill the atlas with empty space if the length and width are not equal Having a square image is a requirement in some mobile development tools such as iOS if you are wanting to use PVRTC compression Rebuild Atlas Whenever you make a change to the atlas such as adding removing source textures or changing a pivot point of a texture you will need to rebuild the atlas Source Texture Editor Window 17 When a change has occurred the source texture editor window background will be shaded a yellow color The Rebuild Atlas button will also be shaded yellow too Figure 3 9 Rebuild Atlas gg x 4 Default Pivot Pivot 0 06964286 m 0 3803036 When rebuilding an atlas if you have already created an atlas with its associated material and texture you will be prompted that rebuilding will overwrite these files Figure 3 10 Atlas Files Exist Some Files Already Exist The following files will be overwritten when you create this atlas Knight mat Knight png Are you sure you want to do this Yes No 3 4 Source Texture Editor Window The source texture window allows you to change up the source textures that comprise your texture atlas 18 Atlas Editor Figure 3 11 Source Te
15. the checkbox 1s set to true Figure 5 26 Mixing Body Head Helmet Arm L Hand L Weapon Tunic If a bone is not selected when mixing then its animation curves will not be processed by Unity when playing the animation Whatever animation is playing on a lower layer will handle these non mixed bones instead EJ For more information see 5 10 F Animation Clip Settings or Unity s documentation on Character Animation or Animation Scripting 48 Animation Editor Scrolling the Bone Hierarchy You can scroll the bone hierarchy by using the vertical slider on the far left This will also scroll the timeline vertically as well Figure 5 27 Scroll Bones Windows and Mac Mouse Shortcuts e Middle Mouse Wheel Scrolls the bone hierarchy vertically 5 6 B Animation Clips Y our animated character can have multiple clips These clips can later be set up to play separately or mix and blend together just like you would with a mesh imported from a third party animation tool B Animation Clips 49 Adding an Animation Clip To add an animation clip click the plus button in the animation window Figure 5 28 Add Animation Deleting an Animation Clip To delete an animation clip right click on the clip you want to delete and then select Delete Clip Figure 5 29 Delete Clip Rename Clip Duplicate Entire Clip Duplicate First Frames Duplicate Last Frames Y ou will be asked to confirm that you wis
16. triggers to change textures at the same time Because of this you may see the textures switch back and forth erratically If you have a texture switch on either of the animations then it would be best not to cross fade Instead you could just use Play To get a smoother transition between states you could create anima tions that run between your two animation states Q I call Play or CrossFade using the Animation component but my textures are not switching my colliders are not turning on off and the anima tion is playing at the wrong speed What am doing wrong A Instead of calling your play functions through the Animation component call them through the BoneAnimation component The BoneAnimation component ensures the animations play at the right speed and handles the texture switching collider changes user triggers and other events that happen throughout an animation EJ Check out the demo files in the SmoothMoves package read the API documentation or view the video tutorials for examples of how to use the BoneAnimation component Q How can make a lower resolution animation 132 FAQ and Troubleshooting for older devices without having to create a whole new animation EJ See the workflow at 8 3 Creating Assets for Older Devices Multiple Resolutions Q Why do my animations and sprites have arti facts in them Depending on your atlas texture compression and the atlas padding your animations may sho
17. 3Rabbitz SM version 2 0 SmoothMoves User Manual v2 2D Skeletal animation editor for Unity3D echo1 7 3Rabbitz book Table of Contents Table OL Contents sica 111 E Overview 2 SENASA ASADAS DASS AS AS 1 tt System Requiem nia Irratia de aid e drid 2 12 Compaubiliy esa ASA 2 2 Setting Up The Unity3D Environment eee eee eee cere e cree cree eee eeee 3 21 Mpa AAA AE AA 3 22 Folder Strict its di RA EA VTA AS LE ATA ADA 4 2 3 Smooth Moves Control Panel cece eee ee eee eee eee eee eee eee eee eee eee eens z Forel aXeaadiecens con tati ei ai pilla dois rita 7 Auto Build Toggle lt lt lt lt ooooocccnnrrrnranar eee eee ee eens 9 Logging Updates eee eee eee cece eee eens 9 de Atlas Editor iia AS ASAS AAA whee SiG ee oe 11 SA COVE crisi A ica 12 E A O A ID 12 Wii cert tee a DES 13 OQUIDUE Larissa E awa oie 13 3 3 Atlas Settings lt lt lt ooo 14 Pacis necia std lee cache ria oa ctas 14 Max AtlasSize eiii dida 15 PONCE SOMA ais dE Rd APA A meee 16 Rebuild Atlas 20 a tes 16 22 Souce Lexie EGO WINdOW Eire ra Soe Ya O A A A A A cee SN 17 din PIVOCEGMOR Ea AS ER AR A AAA Ad 20 Manual DEVO OS sens A A ARA a ee we Be wc ee 21 iv Table of Contents Common PIVOU POMS ves AA AA RADA ASA A ARAS AAN 21 Pivot Editor Window 40 Ada ad id 22 Pivot Layout Controls ers AO 23 4 Sprites RA A AS a A A A a E eee 25 AL Crane pite tt AAA es 26 Creating a Sprite Thro
18. 55 Click the Absolut button to switch the sprite s size mode to absolute size The absolute size will ignore the texture s original dimensions and force the sprite to be the width and height that you specify here 34 Sprites Set Color Figure 4 18 Color Color A To set the color click on the color swatch to bring up a color chooser You can also click on the eyed ropper and select a portion of the screen to match that color Mesh Seperator When you duplicate a sprite the mesh is shared Any changes you make to one of the sprites is propagated to all the sprites that share the mesh This may be desired but if it is not you can easily separate the mesh for any sprite by clicking on the button Figure 4 19 Create Seperate Mesh Create Separate Mesh If a sprite is cloned from a prefab then a different button will appear that has the same functionality To separate this sprite s mesh from the prefab click on the button Figure 4 20 Disconnect From Prefab Disconnect from Prefab gt Animation Editor Figure 5 1 Animation Editor Settings a Editor Chef lt Time 0 x1 o a Ce ee X 0 73 Mesh Color PS User Trigge Type atlas PIVOT Pal Depth 9 Local Position 8 211288 a 25 31076 ERES oO Local Rotation 11 7 Local Scale Image Si ale 1 Bone Hierarchy pS Animation Clips aie Weight 2 ca as Pe a 4 15 5 10 15 Stand A MONA MENA EEE MENA Eyebrow Le
19. Animation Editor Bone Visibility You can toggle the visible state of a bone both in the editor and in your project To change a bone s visibility click on the eyeball next to the bone The bone can be in one of three states 1 Eyeball Open The bone is visible in the editor and the project 2 Eyeball Closed The bone is not visible in the editor but will show up in the project 3 X The bone will not show up in the editor or the project Figure 5 17 Bone Visible In Editor amp Kerchief Back 5 Head 5 Hat 5 Figure 5 18 Bone Visible In Editor u Figure 5 19 Bone Hidden In Editor Kerchief Back 5 Head 5 Head hai A Bone Hierarchy 45 Figure 5 20 Bone Hidden In Editor Figure 5 21 Bone Hidden In Editor and Project Kerchief Back 5 Head s 73 BELS Figure 5 22 Bone Hidden In Editor and Project e AT s ZA a o gt p La gt O You change the bone s visibility at runtime with the function HideBone You can also get the visibility state of a bone at runtime with the function IsBoneHidden The bone will continue to be moved rotated scaled and switched while it is hidden 46 Animation Editor Bone Color You can set the color of a bone which will affect the color of the textures of the bone in all anima tion clips To set the color click on the checkered area on the right side of the bone Figure 5 23 Bone Color Click Head Helmet Arm L Th
20. E dates poe 94 O O AA 94 Vale VAIS pesar ida 95 A uo aden dette 4 sew A ee tie 6G nk een ea Sane ies 96 Scale Settings 6 eee eee eee ee eee ee ee eee eee renee eee eee eee 96 Van C Hve Window eses ai Cee ee ee oe AS ee eee eee 97 Navidatna suit AS ES 97 Node uns aa deal pe dd eee 98 Movie a Node esrorurr too Ne 98 AGdine Node pps E 99 Deleting a Node oe eee ee ee eee een eee eee eens 99 ACUSING a Tangent sede ad As 100 Node Properties tcatecuteereernds ee cnte eet aan AA 101 Smoothness ierst Reo tows eee ee eee Ss ants Ce Gee eR hoe ech saa eRe eee EAT 101 Special Tangent Types nr A RA adage Mies atu aaa deer mene A 102 Pree Tancat sender E Si ENE 102 Linear Tangent rendir Gepe ieee e e A ir 103 Constant Tangent sd A AS A 104 Node Vales A A ans eee ee eee hee eens 104 6 3 Adjusting Animation Curve While Previewing settee eee eee ee eee eee eee eens 105 7 Color And Lighting A A A rn Saab lene 6 a E da 107 Til Gol eiii o ae o bs de e a o e 107 A menko peace ee A be E ete es eee oe dest ae AEE E E E E 108 Bone Color sena clei ae coyotes ieee pee doe clea teehee ead 108 Kevtame Color 22sictgaveensis sone d ates Giant eee heave eae iaiae conde 109 Color Bending dida ieee cena nes 109 Color Examples aserrada process 110 Example A RE ASA eri eudewtas 110 Ex mplesZ visitaba id esas 111 Example A ste de rra eii pde 112 EXampletd AA E AA NA it 113 PL iS au A AA 114 8 Optimization and Tips IAS A A AS II oxeeer ere ous 117 OE
21. Structure SmoothMoves is organized into the following folders under the SmoothMoves root folder e Demo This is the result that can be reached by going through the video tutorials located at echo17 com e Rise of the Dough This is a minigame showing how Smooth Moves can be used to create high quality 2D games e SmoothMoves This folder contains the plugins that allow you to animate your 2D art e Playmaker Scripts A zipped file of scripts that can be used in the Playmaker plugin ON Please do not distribute the SmoothMoves_Editor dll file This file is proprietary and is only valid with a purchased SmoothMoves license EJ See the 9 Redistributing Your Work chapter for more information Smooth Moves Control Panel 5 2 3 Smooth Moves Control Panel Whenever you are using SmoothMoves it is a good idea to have the Control Panel open to assist you with your workflow bh The Control Panel was introduced with version 2 0 and is a significant change from the workflow of the 1 x series Using the control panel the building and updating of anima tions is mostly shifted to design time rather than runtime This improves runtime perform ance and memory usage To open the control panel go to the menu at the top of the Unity Editor Smooth Moves gt Tools gt Control Panel Figure 2 4 Control Panel Open ols Smooth Moves Window Help Create GameObject gt Create Asset E aximize on Play Stats Wel
22. ackage Prefab Export Package ane Find References In Scene de A Select Dependencies le O Cubemap Refresh Ctrl R Lens Flare Reimport Custom Font Physic Material Reimport All GUT Skin Sync MonoDevelop Project Smooth Moves Texture Atlas Data vV a i a e z Smooth Moves Bone Animation Data Knight a AS RK de You can also create an atlas asset from the Unity menu at the top by going to SmoothMoves gt Create Asset gt Texture Atlas Data Create an Atlas 13 Figure 3 3 Create Atlas From Menu jols Smooth Moves Window Help Tools gt Il Pp Create GameObject gt Create Asset Bone Animation Data de Be sure to change the name of your new atlas data at this time The material and texture files that the atlas editor creates will match the name of the atlas data that you specify her e Figure 3 4 Rename Atlas Data Y E Chet chef Si ft rl Input The atlas editor allows you to drop source textures that you create in an external program such as photoshop Each of these textures will be what the bones of your animation will display Output The atlas editor will output three files e Atlas Data e Material e Texture The atlas data file will contain all the necessary information for SmoothMoves to do its magic The material file tells Unity how to render the texture file You can set the shader of the material for different effects such as transparency glow etc
23. and reference the high and low res materials you created 122 Optimization and Tips Figure 8 7 Set Inspector Properties o v M Bone Animation Script a Script BoneAnimation Animation Data Chef BoneAnimati Y Update Colors LJ Open Control Panel gt M Animation de gt Skinned Mesh Renderer H In your game or scene view you should see the high resolution animation at design time Figure 8 8 High Res When you run the game your low resolution materials will be swapped in Color and Lighting 123 Figure 8 9 Low Res Note that the weapon in this example did not change This is because it is in a different atlas from the chef If you want to swap the weapon material as well you ll need to follow this process for the weapons atlas material and texture O Note that the animation did not change size only the resolution of the images This frees you from having to manually resize all your game assets when switching materials and textures 8 4 Color and Lighting SmoothMoves runs most efficiently when not having to process color and lighting on a mesh This is because the blending calculations required could be quite taxing on the processor every frame If at all possible you should limit your color processing time by switching off the Update Colors toggle on the bone animation 124 Optimization and Tips Figure 8 10 update colors Y Y Bone Animation Script
24. and scale around in your animations The default pivot can be overridden in your animations but by setting it here in the atlas editor you will save a lot of time by not having to set it over and over in the animation editor A lot of your textures pivots will probably not move around much in the animation so having a default pivot point can increase your workflow Figure 3 15 Default Pivot Editor Default Pivot Pivot g 0 08954081 Y 0 4660714 Pivot Editor 21 Manual Pivot Offset Figure 3 16 Manual Pivot Offset You can set the pivot offset manually by typing in values in the X and Y boxes The pivot offset is relative to the texture width and is centered around the middle of the texture For example the lower left corner is x 0 5 y 0 5 because it is half of the texture width toward the left and half of the texture height toward the bottom The upper right corner incidentally is x 0 5 y 0 5 since it is half the width toward the right and half the height toward the top The center of the image is x 0 y 0 since there is no offset Figure 3 17 Pivot Texture Coordinates Common Pivot Points Figure 3 18 Common Pivot Points 22 Atlas Editor You can set commonly used pivot points quickly by pressing one of the nine buttons in the upper right corner These will jump your pivot point to e upper left e upper center e upper right e middle left e middle center e middle right e
25. another parent If you drag a bone to the Root the bone will not have any parents other than the Root bone You 42 Animation Editor cannot drag a bone to one of its own children When a bone is being dragged it will be colored a light orange The parent target bone will be high lighted a light green indicating which bone will receive the child when released Figure 5 12 Reorder Bone Head Helmet ArmR Shield Windows and Mac Keyboard Shortcuts e Esc Cancel the bone reordering and return to the previous hierarchy state Making Bone the Base You can quickly shift your hierarchy to make a selected bone the new base bone This bone is paren ted directly under the Root bone and all other bones become children of the selected bone This can be useful if you decide to add a bone that should be at the top of the hierarchy Instead of dragging each bone to the new base this shortcut does it in one step To make a selected bone the base right click for the context menu and select Make Bone the Base Figure 5 14 Make Bone the Base MME Add Bone Delete Bone Rename Bone Select all keyframes in bone Figure 5 15 Before Bone is Base Root Body Head Helmet Arm S Hand L Weapon Arm R Shield Tunic Leg L Leg R Bounce Figure 5 16 After Bone is Base Bounce Body Head Helmet Arm L Hand L Weapon Arm R n Shield Tunic Leg L Leg R A Bone Hierarchy 43 44
26. c Gizmos All Tag Untagged Layer Default YA Transform Position xfo wfo_ z o Rotation aa x o wjfo z o Scale X 1 Y ai Z 1 Y Sprite Script Texture Atlas Weapons Texture Axe Relative Scale Absolute Size Scale X 1 Scale Y 1 Color o Create Separate Mesh vs Mesh Filter Mesh EX Y M Mesh Renderer w Sprites are just four vertices making up a quad mesh They are tied to an atlas so that they can dynam ically batch to reduce draw calls Sprites are not used in animations in SmoothMoves but are more for background elements or decoration 25 26 Sprites 4 1 Creating a Sprite Y ou can create a sprite in one of three ways e Through the Unity menu e Through the Hierarchy menu e By adding a sprite component script to an existing gameobject Creating a Sprite Through the Unity Menu In the Unity menu go to Smox Figure 4 2 Create Sprite Through Menu Tools Smooth Moves Window Help Windows rar Create GameObject gt Bone Animation ooo Create Asset Sprite Tools P Create a Sprite Through the Hierarchy Menu You can also create a sprite through the Hierarchy s Create menu by going to Cre Creating a Sprite 27 Figure 4 3 Create Sprite Through Hierarchy Menu Smooth Moves gt Adding a Sprite Script to a GameObject Create an empty gameobject by going to the Unity menu GameObject gt
27. come Screen You can also open the control panel from either a bone animation data asset or a scene bone anima tion instance Figure 2 5 Open Control Panel Asset 9 Inspector gt Chef gt E AssetStoreTools k i Open Playmaker Scripts E v Rise of the Dough Script BoneAnimationData Y Animations v La Chef Open Animation Editor gt E Chef_Resources gt E Health_Bar gt 7 Oven_Fire Name Bone Count gt Pans Clip Count a Pizza Data Version gt E Splat gt Atlas Base Textures gt Atlases Mesh Import Scale 0 6 gt E Music gt 3 Prefabs readme 6 Figure 2 6 Open Control Panel Scene t Hierarchy Lor All Create Camera Follow Chef Animation Shadow gt Debug gt GUI Main Camera Music Pasta Manager b Pizza gt Room Sound FX Figure 2 7 Control Panel Smooth Moves Control Panel Setting Up The Unity3D Environment Inspector Y Chef Animation L_ Static v Tag Cuntagged 4 Layer heft TY A Transform Position x 0 Rotation x 0 Scale x 1 7 Y Bone Animation Script o Script 1 BoneAnimation Animation Data Chef BoneAnimatic O Update Colors Force build all data prefabs BoneAnimations This y ll open each sc ene to update the BoneAnimations within Auto build is ON rebuild your the s NOTE contro for Auto build to rou cen
28. d Animation Window Mac Keyboard Shortcuts e Apple Button Left Mouse Button Move around Animation Window Selected Keyframe Information When you select a keyframe in the Timeline the Animation Window will display information about the keyframe surrounding the bone You can turn off this information in the settings window from the Animation Controls section E Animation Window 81 EJ See Show Gizmo Labels for more information on showing the gizmo labels Figure 5 102 Keyframe Information O When a bone is selected it will be a brighter color than the other bones or more specific ally the other bones are darkened to make the selected bone stand out You can adjust this darkening effect in the settings window from the Animation Controls section See Non Selected Bone Darken for more information on darkening the non selected bone S 82 Animation Editor Gizmos There are a few gizmos for the Animation Window that will allow you to manipulate your bones These gizmos are similar to the Unity gizmos used in the scene editor and allow you to move rotate scale and change your bone depth Move Gizmo Figure 5 103 Move Gizmo To move a bone in the Animation Window click and drag either the move arrows or the move box If you drag the vertical arrow you will move the bone along the y axis If you drag the horizontal arrow you will move the bone along the x axis If you drag the box you will simultaneous
29. ded deleted and reorganized e C Timeline Keyframes are set deleted and moved around for each animation clip and bone e D Keyframe Properites position rotation scale color depth and other properties are set for the selected keyframe A Bone Hierarchy 39 e E Animation Window Bones are repositioned rotated and scaled visually e F Animation Clip Settings Clip speed wrap mode mixing layers and blend weight is set here e G Animation Controls Animation is played and settings are modified 5 5 A Bone Hierarchy The bone hierarchy lists all the bones in your animation The bones are shared among all animation clips All animations have a Root bone from which all other bones are attached Indented bones are attached to another bone forming a parent child relationship Child bones will move rotate and scale with their parents Adding Bones To Add a new bone you can either click the plus button in the Bone Hierarchy window or you can right click a bone and select Add Bone from the context menu including the Root bone de Adding a bone will add the bone to all animation clips in the animation Figure 5 6 Add Bone Button Bone Hierarchy Figure 5 7 Add Bone Context Menu Delete Bone Rename Bone Select all keyframes in bone Make Bone the Base 40 Animation Editor Windows Keyboard Shortcuts e Ctrl A Adds a bone to the Root bone e Ctrl Shift A Adds a bone to the currently selected bone
30. difference in the sprite pivot offset window is that you can lock or unlock the pivot offset to the default set in the atlas When the offset is locked you can t adjust it and it will use what is set in the atlas Figure 4 14 Pivot Offset Locked to Default When the offset is unlocked you can adjust it freely overriding what is set in the atlas Figure 4 15 Pivot Offset Unlocked Using the default pivot offset in the atlas by locking can save you a lot of time by not having to set the pivot over and over for a group of sprites Sprite Component 33 Set Relative Scale Absolute Size Y ou can set the relative scale or absolute size but not both at the same time A You should not set the sprite s size through the Unity transform scale Creating a different scale for numerous sprites will cause Unity to not batch the sprites resulting in higher draw calls and lower performance Instead use the size settings explained here Relative Scale Figure 4 16 Relative Scale Relative Scale Scale X 1 Scale Y 1 Click the button to switch the sprite s size mode to relative scale The relative scale is a relative value to the sprite texture s original size For example if the sprite was 100 px wide and 40 px high and your relative scale is set to x 0 5f y 0 5f then your sprite will be 50 px wide and 20 px high Absolute Size Figure 4 17 Absolute Size Relative Scale Absolute Size Width 121 Height 2
31. e Thi x 2 y 1 001011 00 55 56 0001 010 if true Auto build reci NO rc the prefabs but onl eates built Be ene will be re current to update all scenes animation ure tO i Boa na Siuu la s is SS e EE ae i erore publiisning Tc don t need to s before playing Logaing updates to the console all animation data and instantiated Bi in the build NneAaAnimation run Fe The control panel can be docked for easier access at all times Smooth Moves Control Panel 7 Force Build Clicking on force build will make SmoothMoves rebuild all your animation data all your animation prefabs and the animation instances in each scene You will be prompted to save the current scene first since SmoothMoves will need to open each scene to update them O if you are upgrading a project from before 2 x you should use force build to update all of your animations to the new format As your animations are being rebuilt a progress bar will inform you of the status of the process Figure 2 8 Force Build Progress Smooth Moves Animation Update BS Updating animation data Chef clip Stand_To_Run When the force build is complete you will see a window with stats that show what all was updated breaking down the information into animation asset data prefabs and instantiated scene animations Figure 2 9 Force Build Stats Smooth Moves Force Build Complete Succ
32. e animation data assets prefabs and the current scene s instantiated animations every time your press the Play button in the editor Only the animations that need updating will be built to further save you time de Y ou must have the Control Panel open for Auto Build to work Logging Updates When logging is set on you will receive build information to the Unity console whenever an anima tion is rebuilt This can help you determine what assets have been changed 3 Atlas Editor Figure 3 1 Atlas Editor Atlas Editor Chef a xj Padding Rebuild Atlas M Force Square Assets Rise of the Dough Atlas Base Textures Chef head psd 4 Default Pivot Piwot Y 0 06964286 0 3803036 11 12 Atlas Editor 3 1 Overview The atlas editor allows you to group the textures that comprise your animation into a single texture sheet also known as a texture atlas The editor lets you add and remove textures set default pivot points for your textures to rotate and scale around set the overall atlas size atlas padding and option ally force your atlas to be square same length and width for mobile device compression 3 2 Create an Atlas To create an atlas you right click on the folder in your Project panel select Create gt SmoothMoves Texture Atlas Data Figure 3 2 Create Atlas Asset Folder Show in Explorer Javascript open C Script Delete P Bo Script Import New Asset Shader Import P
33. e collection of textures to choose from e Texture The specific atlas texture to render for this sprite e Pivot Offset the center point for the texture to position rotate and scale around e Scale Size Scale is relative to the original texture size Size is an absolute pixel value e Color Hue of the mesh e Mesh Seperator Function to make a duplicated gameobject or instantiated prefab seperate from its source Set Atlas Figure 4 9 Atlas Texture Atlas l Weapons To set the atlas click the circle to the right of the atlas property This will bring up the atlas selection window where you can choose from the atlases in your Project Sprite Component 31 Figure 4 10 Select Atlas Select TextureAtlas Once your atlas is set Smooth Moves will automatically set the material of your Mesh Renderer component to the atlas material and populate the texture list Figure 4 11 Mesh Renderer Material Set Texture Figure 4 12 Texture To change the texture click on the drop down list and select the texture name that you want to 32 Sprites display When you change the texture the small graphic below the list will update to show which texture you have selected Set Pivot Offset Figure 4 13 Pivot Offset When you click on the pivot offset button the Pivot Offset Editor window will open EJ Please refer to the 3 5 Pivot Editor for more information on how to use the pivot offset window The only
34. e ft lo es ee De a 130 Q If I cross fade two animations that switch textures why do the animation textures change erratic yO rd A eet aS ca A is panna ta Gath ect aries 131 Q I call Play or CrossFade using the Animation component but my textures are not switching my colliders are not turning on off and the animation is playing at the wrong speed What am I doing wrong dee a chen AA gD WN ania es Oat SW jag Rab GLE tear hee Sh oat atl aa AAA AL Weng isa AAA gg Reon aia ate aa aes 131 Q How can I make a lower resolution animation for older devices without having to create a whole DOW AnIMAUON setas idad A A EEG SERRE ES AE a 132 Q Why do my animations and sprites have artifacts in them e esse ee ee eee eee eee ees 132 Q Why are my textures cut off in the texture atlas ee ee eee ee eee eee ees 133 Guide Version History daa is CER WR Oe we ee ee 135 1 Overview Guide Version 2012 10 23 1 Figure 1 1 Rise of the Dough SmoothMoves is a 2D skeletal animation editor What this means is that the SmoothMoves editor can be used to create fluid animations of textures attached to a hierarchical bone structure This gives a much more natural motion to your animations than traditional sprite animation can In addition to being able to animate skeletally you can also create keyframes that switch textures This allows you to run traditional sprite animations inside of your bone animations giving you the flexibil
35. eck out the demo package or video tutorials at echo17 com for an explanation on how to process a user trigger Type The keyframe type determines whether the bone will show a texture or not If the type is set to Image then the bone will display a texture If the type is set to Transform Only then the bone will effect ively be hidden for this keyframe until another Image keyframe is hit A transform only type can still be used to move rotate and scale child bones that do or do not have textures on them A transform only keyframe can also use colliders without the need for a texture The keyframe type determines what properties are available The Transform Only type has fewer prop erties since it does not have any images to process 68 Animation Editor Figure 5 78 Type Q A bone can switch between Transform Only and Image throughout an animation clip This can be useful if you want to hide and show a bone during an animation clip Atlas If your keyframe type is set to Image then you can set an atlas The atlas is a collection of textures grouped together to reduce draw calls at runtime Figure 5 79 Atlas When you click on the circle to the right of the atlas you will be presented with a pop up window that will let you select your atlas from those in your project Changing your atlas will change the textures that are available for the bone s keyframe Figure 5 80 Select Atlas Assets Texture Atlas As
36. en each of your bone animations will take more than one draw call A SmoothMoves is primarily a skinned mesh skeletal animator It can be used to generate sprite animations but if you are only interested in sprite animation it is recommended that you seek out a plugin that is more appropriate for that There are numerous sprite pack ages in the Asset Store that cater to 2D sprite animators These plugins won t give you the 117 118 Optimization and Tips smooth motions that a skeletal animator will but you will see better performance due to batching O if you only have a couple of atlases in your animation but you are seeing many draw call s that is probably because your bones depths are set up in a way that causes Unity to alternate between your atlases several times to completely draw the character If possible try to put your bones with the same atlases near each other in depth This will create much fewer draw calls per animation 8 3 Creating Assets for Older Devices Multiple Resolutions You may want to create your game so that older devices will utilize smaller atlas textures The follow ing process is the best way to accomplish this Create your source textures in the highest resolution your game will use Create your high res atlases which will create the materials and textures Create your Animations using the high resolution atlases p A a Duplicate the materials and textures created by your hig
37. er Sassari ta ai iaa 73 None C oder rata tos 73 Pos Coda marere a a E E O A 74 Sphere Colidir aida 75 Local Positi n assi TT AAA A AS A HOS 75 vi Table of Contents PoR Aa a a e cda 76 O ee cette ans 77 Image Scale apra aro 77 COIE darse eii 78 ESO Animation Window csvdresrapcia aaa Aia vanes 79 Axis and End lp a 42sec etedatet atari ceed eee el eeete ad 79 Navi paN ilatina tad A easement tees 80 Selected Keyframe Information seins il 80 C e A o E E A 82 Move mO aiore eek ptos oscura e toa EE biie ee eee ET 82 Pore C ono Seri ra AO T S eR A SN 83 Local Scale and Image Scale Gizmos ee eee eee ee eee teens 83 DepivGUme iros a tobe RSE a 85 Adame a Keyhiame Visually masia 85 5 10 F Animation Clip Settings 0 eee eee ee ee een ee o 86 e CONUOIS saciid bond oudled Nees ae ive ee Se E aed weeds 87 Previewiie animation rrara intact oietest tances ensecmenenisheatesanieseseges 87 Animation Editor Settings and Controls ee eee eee eee eee eee eens 88 Animation Window Zoom eee eect teen cence nee n etn e ne ee eee t tne ees 89 A A eh anes oe ee 89 Seinos Window serials a A 89 Show Cemo Labels ecards 89 SHOW Bone BOUndS Hats AAA A A EAS o EA 90 PlowiGnd aoa E A A bee oan ria canoes 90 Non Selected Bone Darken 0s cece ee cece cece eee cee eee cee eee eee eee e eee e eee e eee 90 A O IN 91 Copyvand Paste Property Selection rai ir A AAA 91 6 Animation Curve Editor 1200 A EA A AA AAA 93 Gl Open Lor epi eae E
38. essfully completed the force build Stats BoneAnimationData assets updated 6 Total animation clips created 19 BoneAnimation prefabs updated 2 Scenes Updated 1 Total BoneAnimation scene objects updated 6 8 Setting Up The Unity3D Environment db SmoothMoves cannot rebuild animations in prefabs that are not at the root level of the prefab Unity does not allow access to child objects of prefabs without instantiating every prefab modifying and updating If your project had thousands of prefabs this would not be practical If you need to have animations as children to another prefab it is suggested that you make references in your parent prefab to instantiate the child animations upon creation See below for a graphical explanation Figure 2 10 Good Prefab Structure ww 1INSPECLUT Each animation prefab should be at the root level of the prefab If you need animations to be children ofa prefab reference them in the parent and instantiate at runtime Figure 2 11 Bad Prefab Structure Project ka Create 7 a All gt AssetStoreTool Animations should not be children in a prefab v Prefabs d Pizza Animation d Splat Animation readme gt Scenes gt E Scripts gt E Sound FX gt E Textures gt E SmoothMoves Auto Build Toggle Smooth Moves Control Panel 9 You can set SmoothMoves to auto build by toggling on the Auto Build button This will build th
39. eting frames The number of frames shifted will be the number of frames selected Figure 5 60 Before Delete Frames Figure 5 61 After Delete Frames You can also delete an entire column of frames shifting keyframes backward in every bone within an animation clip Figure 5 62 Delete Column of Frames Set Blank Keyframes For Column Delete All Keyframes in Column Duplicate Previous Keyframes in Column Duplicate First Keyframes in Column Insert Column of Frames C Timeline 63 Shifting Keyframes You can quickly shift keyframes back and forth by selecting a range of keyframes then dragging left or right on the arrows surrounding your selection Figure 5 63 Shifting Keyframes Start While shifting keyframes the frames you ve selected will be highlighted light green The keyframes you ve selected will be highlighted white The frames that the keyframes are being moved from will be darkened Figure 5 64 Shifting Keyframes E EHHH To drop the keyframes just release the mouse button Figure 5 65 Shifting Keyframes End EE MEN A 64 Animation Editor If the position where you will be dropping the keyframes is already occupied by other keyframes then a warning icon will be displayed in each keyframe that is going to be overwritten Figure 5 66 Shifting Keyframes Warning a A ERE If you decide to overwrite the keyframes you will be asked to confirm that action Fig
40. ft EERE MENO MEN QuickAttack_02 Eyebrow Right MON EEEE MEN QuickAttack_03 Arm Right Run vana ight SOE oT Run_To_Stand Scratch Taunt Arm Left Hand Left Waist Leg Left a 35 36 Animation Editor 5 1 Overview The Animation Editor is where you will create your animations SmoothMoves uses the data created here to generate a skinned mesh and animation component that Unity will use just like any other mesh imported from an FBX file created in a third party animation package 5 2 Creating a Bone Animation Data Asset To create an animation asset right click in your project window and select Create gt S Figure 5 2 Create Bone Animation Data Asset Through Project Context Menu Project O Inspector for All Hierarch Create zi C5 AssetStoreTools Playmaker Scripts a 7 Folder Show in Explorer l Javascript Ta C Script Delete P E a A Import New Asset Shader Import Package gt Prefab Export Package A Find References In Scene fe ah Select Dependencies dc A Cubemap Refresh Ctri R Lens Flare Reimport Custom Font E Physic Material aa ct GUI Skin Jee hoe ilius T Smooth Moves Texture Atlas Data You can also create an asset through the Unity menu by selecting SmoothMoves gt Opening the Animation Editor 37 Animation Data Figure 5 3 Create Bone Animation Data Through Menu ls Smooth Moves Window Help Tools Create GameObject gt Crea
41. g to create a whole new animation e Q Why do my animations and sprites have artifacts in them e Q Why are my textures cut off in the texture atlas 129 130 FAQ and Troubleshooting 10 2 Answers Q Why are each of my animations taking at least one draw call A SmoothMoves creates skinned meshes Unity currently does not batch skinned meshes so each of your animations will require at least one draw call If you are using multiple materials in your anima tion then each animation will require several draw calls Q Why aren t my sprites dynamically batching Sprites will not batch if either their transform s local scale is different or they are using different materials If you want your sprites to be different sizes use the sprite properties or instead of the transform scale Q I have set colors on my bones or keyframes so why is the color not updating when run the scene A Be sure the checkbox is set to true on your bone animations in the scene This is set to false by default to improve processing on animations that do not need their color updated Figure 10 1 Update Colors 7 M Bone Animation Script Q Script BoneAnimatior Y Animation Data Chef BoneAnirr 9 Open Control Panel Answers 131 Q If cross fade two animations that switch textures why do the animation textures change erratically A When two animations are crossfading they will both be firing their internal
42. ges will impact the overall flow 7 Color And Lighting 7 1 Colors You can add lots of variety to an animation by using colors There are three types of colors that can be set in a SmoothMoves animation e Mesh Color e Bone Color e Keyframe Color A In order for color changes to be processed at runtime you must toggle the setting in your scene bone animations to true EJ See FAQ for more information on updating colors Update Colors is turned off by default to improve performance of animations that do not need their colors changed at runtime If you do not need color updates at runtime it is best to leave this option off 107 108 Color And Lighting Figure 7 1 Update Colors Console 0 Inspector a i Knight Tag Untagged Layer Def YA Transform Position x 242 0297 Y 0 Z Rotation xlo o Z Scale xl wYlir Y 7 M Bone Animation Script Script BoneAnimation Animation Data y Kniaht BoneAnim Update Colors Mesh Color Mesh color is good for changing the overall look of a mesh It is a great way to simulate lighting on mobile and other lightweight platforms that don t have the processing power to calculate lights You can set the mesh color at runtime in script using the function SetMeshColor EJ See the API documentation for more information on setting the mesh color Bone Color Bone color is good for giving variety to your animations You can create b
43. h res atlases Set the max size of these new textures to a smaller size These will be your low res textures Set the low res materials textures to the low res textures In your scripts swap out the high res materials with the low res materials 6 Add the script to a bone animation set the properties in the inspector and Run the game The first three steps are covered in this user guide so only the last three steps will be highlighted here Creating Assets for Older Devices Multiple Resolutions 119 4 Create Low Res Materials and Textures Duplicate the Materials and Textures Select your high res material and texture in the Project Window Figure 8 1 Select Hi Res Material and Texture Y Lal Chef Chef Hi Res Mier From the Unity menu select Edit gt Duplicate Figure 8 2 Duplicate A AAA Edit Assets GameObject Component Tel mo Undo Selection Change Ctrl 2 Redo atriy il ta Cut Ctrl x Copy Ctrl C Paste Ctrl V Delete Shift Del Ponen fale oho ol Set the Max Size of your Low Res Textures Smaller Select your newly duplicated texture Figure 8 3 Select Low Res Y La Chef Chef Hi Res QO Chef Hi Res Mos Hi Res Chef Lo Res rm In the Inspector Window set the Max Size to a smaller number 120 Optimization and Tips Figure 8 4 Max Size m Default mn a G F Max Size 128 a Format RGBA 16 bit e The preview of the image should now show a sma
44. h to delete this clip Figure 5 30 Confirm Delete Clip Confirm Clip Deletion Are you sure you want to delete the animation Stand No Windows and Mac Keyboard Shortcuts 50 Animation Editor e Delete Deletes the currently selected clip e Backspace Deletes the currently selected clip Renaming a Clip To rename a clip select it then right click for the context menu Select Rename The clip label will turn into a textbox that will allow you to update the name To finalize just click elsewhere or press the Enter key Figure 5 31 Rename Clip Context Menu a Delete Clip Duplicate Entire Clip Duplicate First Frames Duplicate Last Frames Figure 5 32 Renaming Clip Windows and Mac Keyboard Shortcuts e R Switches the currently selected clip to rename mode e Enter Finishes renaming the clip Duplicating a Clip You may want to duplicate a clip to save time setting up your textures on each bone There are three ways you can duplicate a clip B Animation Clips 51 Figure 5 33 Duplicate Clips a Delete Clip Rename Clip 1 Duplicate Entire Clip This copies all keyframes from the selected clip to a new clip 2 Duplicate First Frames This copies the first frames of the selected clip to the new clip This is useful if you want your new clip to have the same starting pose as the selected clip 3 Duplicate Last Frames This copies the last frames of the selected clip to the
45. hef Update Selected Keyframes Duplicating Keyframes You can duplicate keyframes in two ways 1 Duplicate Previous Keyframe copies the properties of the keyframe that occurs just before the currently selected frame 2 Duplicate First Keyframe copies the properties of the keyframe located at frame zero of the animation clip This is useful for bookending and animation that loops around back to its start ing position C Timeline 59 pla 5 52 Duplicating Keyframes a SSS 5 et Blank Keyframe Ea Set Pos Rot Keyframe Insert Frame Copying and Pasting Keyframes You can copy and paste keyframes even between bones To do so select a range of keyframes right click and select Copy Keyframe from the context menu To remove the keyframes and paste them elsewhere use the Cut keyframe selection Figure 5 53 Copy and Cut Keyframe PA Duplicate Previous Keyframes f E First Keyframes Delete _ Delete Keyframes r To paste the copied or cut keyframes select another frame right click and select Paste from the context menu Figure 5 54 Paste Keyframe Set Pos Rot Keyframe Duplicate Previous Keyframe Duplicate First Keyframe Insert Frame If your selection of keyframes will be pasted over keyframes that are already set you will be asked to confirm that you want to overwrite the old keyframes 60 Animation Editor Figure 5 55 Paste Confirmation Paste Keyframe s Pas
46. her unlock the pivot and change it here or open the atlas and cl ye the default there If you want to use the pivot offset set in the atlas editor be sure the Pivot Lock button is on glowing orange with the lock icon closed Figure 5 86 Pivot Offset Locked to Default If you want to override the pivot offset set in the atlas editor be sure the Pivot Lock button is off not glowing with the lock icon open Once the lock is off you can adjust your pivot as necessary Figure 5 87 Pivot Offset Unlocked 72 Animation Editor Using the default pivots set in the Atlas Editor can save a lot of time when animating It s a good idea to leave the pivots locked to the default just be sure you have set the pivots in the Atlas Editor before you start animating To close the Pivot Offset window click the button in the upper right corner Figure 5 88 Close Pivot Offset Window EJ For more information on how to set the pivot offset please refer to 3 5 Pivot Editor Depth If your keyframe type is e you can set the depth The Depth is the order in which your bones will be rendered Higher depths will be rendered first Depth zero will be rendered last Figure 5 89 Depth Depth You can change your bone s depth throughout an animation to shift bones to the fore ground and background dynamically O Depth will work even when your animation is rotated in the opposite direction rendering your bones in orde
47. igure 6 14 Adjust Tangent If a node is set to smooth then both the left and right tangents will move together Tangent handles of this type are colored purple Sections 101 Figure 6 15 Smooth Tangents A broken tangent allows you to adjust the left and right tangents separately Tangents of this type are colored green for the left tangent blue for the right tangent Figure 6 16 Separate Tangents Node Properties When a node is selected you can adjust its properties on the far right Smoothness If you want your node to be smooth meaning both the left and right tangents to be equal then you can set the node type to Smooth Figure 6 17 Smooth Tangents If you want to set the left and right tangents separately then you will want a node type to be Broken 102 Animation Curve Editor Figure 6 18 Broken Tangents If the node is broken then another button will appear that will let you equalize the broken tangents Effectively this is the same thing as a Smooth node type but the node remains broken This is good for quickly setting the node tangents back to an equal state if you have moved them too far away from your goal Figure 6 19 Equalize Tangents Special Tangent Types If the node type is Broken then you can set special tangent types for the left or right tangents There are three special tangent types e Free e Linear e Constant Free Tangent Figure 6 20 Free Tangent Allow
48. is will open up a popup window that allows you to change the mesh color the bone color and the bone color s weight The weight of the color is how much of the color to apply The higher the weig ht the more the bone will reflect the color that you set here The lower the weight the more the bone will reflect the mesh color ca See the chapter on 7 Color And Lighting for more information O Note that you can also set the mesh color in the animation controls window Figure 5 24 Set Bone Color Half Half After a bone color is set you will see the color show up over the checkered area on the left The color will cover the checkered area depending on how much blending weight is applied For example a blending weight of 50 half half will show the color bar covering half the checkered area Figure 5 25 Bone Color Set o Head 5 Helmet gt Arm L 5 A Bone Hierarchy 47 A For any color changes to be processed by SmoothMoves at runtime you will need to be sure the Update Colors checkbox is set on the bone animation s inspector window not the asset s inspector window This is turned off by default to improve performance for anima tions not using color EJ See the FAO for more information Mixing Bones When an animation clip is set to Mix you can specify which bones will be used in the mixing Check boxes will appear next to each bone To enable a bone for mixing just make sure that
49. ity to create astounding and complex animations 2 Overview This manual will help familiarize you with the SmoothMoves 2D skeletal animation editor for Unit y3D The main purpose of this manual is to explain the functionality of the editor windows For a complete walkthrough of setting up an animation please see the online video tutorials at echo17 com 1 1 System Requirements e Windows or Mac operating system e Unity3D available here e Smooth Moves package available here 1 2 Compatibility SmoothMoves works on the following Unity3D platforms e PC Standalone e Mac Standalone e Web Player e iOS e Andriod SmoothMoves does NOT work on the following Unity3D platforms e Flash 2 Setting Up The Unity3D Environment 2 1 Import b If you are upgrading from 1 x please read the v2 upgrade guide first You can find this guide at echo17 com or in the SmoothMoves plugin folder To install SmoothMoves Open Unity3D Create a new project or open an existing one Open the Asset Store by going to the menu Search for SmoothMoves Se ee Purchase by clicking on the Buy button on the left Figure 2 1 Buy Glee UD If you have already purchased but have not downloaded or an update is available you will see the download button A Setting Up The Unity3D Environment Figure 2 2 Download i If you have already purchased and downloaded you will see the import button Figure 2 3 Import 2 2 Folder
50. lack white and grey sha ded textures in your image editing software Photoshop for example In the SmoothMoves anima tion editor you can then set your bone colors to give your animations a uniqueness to them You can also set the bone color in script with the SetBoneColor function You can also flash bone colors in script using the FlashBoneColor function This can be useful if you want to draw attention to a bone at runtime For example if your character is taking damage flashing the bone might show where the damage is being taken Colors 109 EJ See the API documentation for more information on setting or flashing the bone color A In order for bone color flashing to be processed at runtime you must toggle the setting in your scene bone animations to true EJ See FAQ for more information on updating colors Keyframe Color Keyframe color is good for animating a color over a period of time For example you could have a weapon glow by pulsing its color over the life of the animation clip bh Keyframe color cannot be set at runtime only in the SmoothMoves animation editor db In order for keyframe animated color changes to be processed at runtime you must toggle the setting in your scene bone animations to true EJ See FAQ for more information on updating colors Color Blending Colors can be set at the mesh bone or keyframe level The mesh color is the base color Bone color is higher priority than mesh col
51. le will generate animation curves for the x and y scale of your bone s texture This scale can be affected by the local scale of the bone and the scale of the bone s parents Image scale will not affect a bone s children Figure 5 98 Image Scale Image Scale 78 Animation Editor O if you want to scale a bone s children as well use the le properties instead Color As well as setting the mesh color and bone color you can set the color of a bone on a keyframe basis The keyframe color has the highest priority so it will override the mesh and bone colors if your blending weight is set to 1 0f Inversely if your blending is set to zero your keyframe color will not be used Figure 5 99 Color None Half Half MO Full Y ou can set your color using the color dropper color selector or by sliding the red green blue and alpha colors individually If you want to enter the float values of the rgba values you can open the color selector and set them there Unlike the other animation curve properties the color property has to have animation curves for all the color elements For example you cannot just have a red color curve but instead you have to have all four components set The blend property tells your animation how much weight to assign this color A full blend of 1 0f will make this keyframe color override the bone and mesh colors completely A blend of 0 5f will make this keyframe color blend halfway with the
52. ller texture size Figure 8 5 Low Res Texture 7 fa ore E Chef Lo Res 128x64 RGBA 16 bit 16 0 KB Set the Low Res Material s Texture to the Low Res Texture Drag the Low Res Texture to the Low Res Material s texture property Figure 8 6 Drag Low Res Texture to Low Res Material Hierarch Project 0 Inspector ATMEL ED Chef Lo Res Ea gt E AssetStoreTools y Shader Particles Alpha Blended Y 3 Editor Export Tint Color readme Particle Texture y DRise of the Dough Animations Tiling Offset gt EJ Atlas Base Textures x 1 0 v Atlases yi 0 Y La Chef Y Chef Hi Res Soft Particles Factor Y Chef Hi Res Chef Lo Res a Creating Assets for Older Devices Multiple Resolutions 121 5 Swap Material in Your Script In your script add references the bone animation and materials you wish to swap Somewhere in your code you can then swap the high res materials with the low res materials on your Bone Anima tion using UnityEngine using SmoothMoves public class MyScript MonoBehaviour public BoneAnimation boneAnimation public Material highResMaterial public Material lowResMaterial void Start boneAnimation SwapMaterial highResMaterial lowResMaterial 6 Add the Script to a Bone Animation Select a bone animation and add your new script to the game object Set the inspector properties of the script to your bone animation
53. lower left e lower center e lower right Pivot Editor Window The Pivot Editor Window lets you move your pivot point around with your mouse Figure 3 19 Pivot Graphical Editor To move the pivot point left click with your mouse where you d like to set the pivot point To move the image around drag your mouse while holding down the middle mouse button Alternat ively you can move the image by holding the Windows button or Command button on a Mac and the left mouse button down while dragging To zoom from this window scroll the middle mouse wheel Pivot Editor 23 Pivot Layout Controls There are several controls that allow you to change the layout and look of your pivot editor window Figure 3 20 Pivot Layout Controls Erom left to right top to bottom these are e Center Moves the axis origin back to the middle of the Pivot Editor window e Zoom x1 Scales the texture back to a 1 1 pixel ratio e Toggle Contrast Switches the background color to the opposite contrast for better viewing of lighter or darker textures e Show Grid Toggles the grid and axis for easier alignment of the pivot point e Show Bounds Toggles the background bounding box so that you can easily see the extents of your texture e Size The width and height of your texture e Zoom The current scaling of the texture in the Pivot Editor Window 4 Sprites Figure 4 1 Sprite Inspectc Project Hierarcr LO W Sprite _ Stati
54. ly move the bone along the x and y axis freely de If you only have one of the x or y position properties set then you will only see one arrow and no box The z position cannot be set in the Animation Window E Animation Window 83 Rotate Gizmo Figure 5 104 Rotation Gizmo To rotate a bone click the circle and drag in any direction The faint purple line connecting the center of the rotation gizmo to the outer ring shows you where the relative zero degree line is Local Scale and Image Scale Gizmos Figure 5 105 Local Scale Gizmo 84 Animation Editor Figure 5 106 Image Scale Gizmo The local scale and image scale gizmos are identical except for the buttons that let you switch betw een the two scale properties To scale click and drag on one of the handles Click and drag on the horizontal handle to scale on the x axis Click and drag on the vertical handle to scale on the y axis Click on the slanted handle to scale both the x and y axis simultaneously de If you only have one of your x or y scale properties set then you will only see one handle and no diagonal handle A Be sure you are scaling the correct property by checking the Local Scale Image Scale buttons E Animation Window 85 Depth Gizmo Figure 5 107 Depth Gizmo The depth gizmo lets you change the order of the bone textures visually To move the bone upwards toward a higher depth press the up arrow button above the dep
55. meline or select a bone in the Animation Window all other bones are darkened to make the selected bone standout You can adjust this darkening factor with the slider G Animation Controls 91 Figure 5 118 Bone Darken Non Selected Bone Darken Axis Thickness You can adjust the thickness of the axis lines for better visibility A thickness of zero pixels will make the axis be invisible Figure 5 119 Axis Thickness Copy and Paste Property Selection When copying and pasting keyframes in the Timeline only the properties selected here will be pasted This allows you more control over creating new keyframes without having to waste time removing unwanted copied data Figure 5 120 Copy Paste Everything Figure 5 121 Copy Paste Properties Everything Nothing w Everything v User Trigger v Type y Atlas v Texture v Pivot v Depth Collider Local Position Local Rotation Local Scale j Image Scale w Color 6 Animation Curve Editor Curve Editor SmoothMoves Curve Editor K 1 Fit to Window Add Points Off Frame Value InTan OutTan Left Tangent O Right Tangent 93 94 Animation Curve Editor 6 1 Opening To open the curve editor you will need to click on the curve swatch next to a property in the keyframe properties window of the Animation Editor Figure 6 2 Curve Button User Trigger EE Image Depth9 GJ Collider
56. mesh and bone colors Three shortcut buttons exist for setting often used blend settings None Half Half and A In order for the keyframe colors to show while animating be sure the Update Colors toggle is set to true on your bone animations in the scene E Animation Window 79 EJ See the FAQ for more information EJ For more information on color blending please see 7 Color And Lighting 5 9 E Animation Window The animation window allows you to visually change your keyframe properties It also lets you preview the selected animation clip Axis and Grid The Animation Window shows the x and y axis The z axis cannot be shown in the 2D editor The x axis is colored red and the y axis colored green You can set the thickness of the axis in the settings window from the Animation Controls section Figure 5 100 Axis EJ See Axis Thickness for more information on setting the axis thickness The grid gives you a reference for your animating You can change the grid interval or turn it off 80 Animation Editor completely in the settings window from the Animation Controls section Figure 5 101 Grid EJ See Show Grid for more information on setting the grid size Navigating To move around the Animation Window click and drag with the middle mouse button To zoom in or out in the Animation Window scroll the middle mouse wheel Windows Keyboard Shortcuts e Windows Button Left Mouse Button Move aroun
57. n Clips 1 eee e eee eee A8 Addinsian Animation Clip AAA AAA EA 49 Deleng an Animation Clip attends ida ta 49 Renania Cp esop riores 50 DiplicansaClip sia ASA is 50 Reordenne Clips nas A en eetetes veneers satees 51 Scrolls Animanon Clips AI 52 5 E E E T E IE POE EE E EE does 52 Frames and Keyiames ese teviotcnwerrecsivoveceddetetonittavectdanescecwiyeves ss ES Selecting Frames ee ee eee ee eee eee eee eee 54 Seira keine Watters cer id e 56 Deleting a Keyframe ee ee en ee eee eee eens 56 Reset Transito laa he ae Caw A IA Gi Oe Oe eA Ae Siar a eee he eae ee eee aan E A 57 Setting Atlases eee ec ee ee ee ee eee ee ee eee ee ee ee ee eee 57 Dupheatns Keynes Deidara eS 58 Copying and Pasting Keyframes eee eet tee eee eee ee eee eens 59 setine Frames tE A ite a 60 Deleting Frames eee ee eee eee ee eee ees 62 Shite Keynes abrioreostias a todabia sede 63 Scrolling the Timeline Window lt lt lt lt lt ooocccconconcrnoncraaarr ro 64 CEE ny semen E dado ps iaa 65 SCIUDDING A TA tee E ewe ee aadees 65 5 8 D Keyframe Properties eee e reece ee ene eee eee eee eens 66 Keyframe Information eee eee tee ec ee eee eee tenes 66 User Mason a AA OR 67 Type eT o ee ee ee ee ee eee ee 67 PAG be ech a once e Me eS oe ee EGR a ee ee be ee ait O eee es 68 TONNE sarria o ASI ao nore LI eats eee 69 iLO ayeo a eee se eo E E A SA AS REA AA IE AS AR 70 Depth lt lt ooooococcccccnccncncnnnnnnncoo eee 72 Cold
58. new clip This is useful if you want your new clip to start where your last clip left off Reordering Clips You can move your clips up and down to better organize them The first clip in the list is the default clip used by Unity when referencing the default Figure 5 34 Move Clip Up Figure 5 35 Move Clip Down 52 Animation Editor Scrolling Animation Clips Y ou can scroll the animation clips using the vertical slider on the far right Figure 5 36 Scroll Clips Animation Clips Windows and Mac Mouse Shortcuts e Middle Mouse Wheel Scrolls the animation clip list vertically 5 7 C Timeline The timeline is where you set your keyframes for a selected animation clip A keyframe is a point in time on a particular bone where some property of the bone changes This property can be anything from position or rotation to what texture is showing on the bone Before you can set these properties however you have to set the keyframes in the timeline The timeline is organized into two sections e Frame Header This is where you can move the current animation time forward and backward as well as set columns of frames e Frames this is where you will set and manipulate the keyframes for the animation C Timeline 53 Figure 5 37 Timeline Frame Header a 3 10 Figure 5 38 Frames amp Keyframes Frames and Keyframes A frame is any square in the timeline A keyframe is a frame that has been set with some
59. ng is set to one Example 4 e Mesh Color white e Bone Color red blending 0 5f e Keyframe Color blue blending 0 5f 114 Color And Lighting Figure 7 6 Ex4 os I 7 Dl mea 7 Result COLOR purple Explanation Mesh bone color blending pink since the bone color red is half blended with the white mesh color The keyframe color of blue is half blended with pink which yields a shade of purple 7 2 Lighting SmoothMoves animation meshes have normals embedded in them so you can light them just like you would a 3D mesh Lighting 115 bh In order to have a mesh be lit you must be using a shader that can process light By default SmoothMoves atlas materials are set with the Alpha Blended particle shader This shader cannot process lighting and is good for scenes where no lighting is being used 8 Optimization and Tips 8 1 Sprite Size If you want your sprites to dynamically batch so that there are fewer draw calls be sure that e All have a transform local scale of 1 0f 1 0f 1 0f The sprite s relative scale and absolute size can be set to anything just be sure the transform scale is 1 0f e All have the same material which means the same atlas 8 2 Skinned Mesh Draw Calls Currently Unity will not dynamically batch skinned meshes This means that each of your bone anim ations will take at least one draw call If your bone animation contains more than one atlas th
60. on of SmoothMoves license e SmoothMoves_Editor dll found in the Editor folder 9 4 ExportProcess To export your work for sale or just to share you can do the following 1 Select the items you want to include in your package This can include any of the following in the list from the What to Export section of this chapter If you are exporting bone animation data then you will likely need to also export materials atlases and atlas textures used by the bone animation data 2 Package the items by going to the Unity menu This creates a Unity package that can be imported into another Unity project Import Process 127 9 5 Import Process To bring a package into Unity 1 Go to the Unity menu 2 Choose the files you wish to import most likely this will be all files 10 FAQ and Troubleshooting 10 1 Questions e Q Why are each of my animations taking at least one draw call e Q Why aren t my sprites dynamically batching e Q I have set colors on my bones or keyframes so why is the color not updating when I run the scene e Q If I cross fade two animations that switch textures why do the animation textures change errat ically e Q I call Play or CrossFade using the Animation component but my textures are not switching my colliders are not turning on off and the animation is playing at the wrong speed What am I doing wrong e Q How can I make a lower resolution animation for older devices without havin
61. or and is blended according to the weight of the bone color Keyframe color is the highest priority and is blended with the result of the mesh bone color blending accord ing to the weight of the keyframe color 110 Color And Lighting Figure 7 2 Color Explanation Ma El A Color Examples Example 1 e Mesh Color white e Bone Color red blending 1 0f e Keyframe Color white blending 0 Colors 111 Figure 7 3 Exl ay e MESH COLOR COLOR Result red Explanation Mesh Bone color blending red since the bone blending has the full blend weight set completely overriding the mesh color The keyframe color has no effect since its blending is set to zero Example 2 e Mesh Color white e Bone Color red blending 0 5f e Keyframe Color white blending 0 112 Color And Lighting Figure 7 4 Ex2 Result pink Explanation Mesh Bone color blending pink since the bone color red is half blended with the white mesh color The keyframe color has no effect since its blending is set to zero Example 3 e Mesh Color white e Bone Color red blending 0 5f e Keyframe Color blue blending 1 0f Colors 113 Figure 7 5 Ex3 FINAL ae maa Result blue Explanation Mesh Bone color blending pink since the bone color red is half blended with the white mesh color The keyframe color completely overrides this since its blendi
62. properties for the animation Keyframes are what drive the animation to move rotate scale switch textures etc Frames are used for timing and spacing between keyframes Figure 5 39 Frame 54 Animation Editor Selecting Frames To select a frame or keyframe in the timeline simple click with the mouse drag to highlight your selection then release the mouse button Purple frames are selected frames without keys Light orange frames are selected keyframes Figure 5 41 Select Frames You can also select a column of frames by double clicking the frame header section Figure 5 42 Select Column of Frames Windows and Mac Keyboard Shortcuts e Left Arrow Selects the frame to the left of the current selection e Right Arrow Selects the frame to the right of the current selection e Up Arrow Selects the frame above the current selection C Timeline 55 e Down Arrow Selects the frame below the current selection Setting a Keyframe To set a keyframe right click the frame you want then select Set Blank Keyframe This adds a keyframe without any properties set You can see this in the properties inspector Y ou can also set multiple frames if you have selected a group of frames Figure 5 43 Set Blank Keyframe E E Set Pos Rot Keyframe Duplicate Previous Keyframe Duplicate First Keyframe Insert Frame Since moving and rotating bones is the primary purpose of the timeline there is also a shortc
63. r This allows you to save on the number of animations by not needing to animate a forward and backward pose D Keyframe Properties 73 Collider Y ou can set colliders on both and keyframes A collider lets your bones interact with other colliders in your scene This can be good for weapons or other interactions Figure 5 90 Collider Colliders will appear in the Animation Window as a light green wireframe box or sphere There are three collider types e None Collider is turned off This is useful if you don t want your bone to have a collider or you are wanting to turn a collider off on a keyframe after it has been turned on earlier e Box A standard Unity box collider with center and size in three dimensions e Sphere A standard Unity sphere collider with center and radius in three dimensions None Collider Having no collider is useful for e Never having a collider set for a bone If this is desired set None on frame zero of your bone default e Turning off a collider that was perviously set on a bone This can be useful if you don t want your collider constantly on For example you may have a collider on a weapon bone that you wouldn t want to be on while walking around but you would want turned on while swinging the weapon 74 Animation Editor Box Collider Figure 5 91 Set Box Collider EII Box Y Is Trigger Layer Use Animation Layer Collider Center Laa LEa Z a ollie Size
64. roperty in code Otherwise Unity will take over and play the animation with the curves generated here Figure 5 94 Keyframe Warning Y ou can adjust animation curve properties with the Animation Curve Editor by clicking on the anima tion curve icon next to the property Figure 5 95 Animation Curve Button EJ For more information on adjusting the animation curve see 6 Animation Curve Editor Local Rotation The local rotation will generate an animation curve for the z axis of your bone This rotation is relat ive to the rotation of the bone s parent rotation Figure 5 96 Local Rotation Local Rotation D Keyframe Properties 77 A Unity rotations are expressed as quaternions so even though you are entering the rotation as a euler angle it will be translated to a four component x y z w quaternion Because of this the quaternion curve is interpolated You may notice that some instantaneous jum ps in the euler z angle will not occur with the quaternion since the sample rate may be lower than your animation s changes Local Scale The local scale will generate animation curves for the x y and z scale components of your bone This scale is relative to the scale of the bone s parent Using the local scale will also scale all child bones Figure 5 97 Local Scale D Tf you just want to scale the bone s image and not its children use the Image Scale proper ties instead Image Scale The image sca
65. s complete freedom to set the tangent how you want Figure 6 21 Free Tangent Node Sections 103 Linear Tangent Figure 6 22 Linear Tangent The tangent cannot be set manually rather it always points to the previous node for right tangent or next node for left tangent Linear tangents are colored grey Figure 6 23 Linear Tangent Node If the right tangent of one node is set to linear and the left tangent of the next node is set to linear then the curve between the nodes will be a straight line Figure 6 24 Two Linear Tangent Nodes 104 Animation Curve Editor Constant Tangent Figure 6 25 Constant Tangent The tangent cannot be set manually Constant tangents have a value of infinity and allow you to keep a Value from changing between nodes Figure 6 26 Contant Tangent Node Node Values Figure 6 27 Value At the bottom of the node properties section are some value shortcuts These allow you to quickly set your node value to zero or one two very common property values Obviously these values aren t useful for all curve types but for others like scale or color they can come in handy Adjusting Animation Curve While Previewing 105 6 3 Adjusting Animation Curve While Previewing 7 You can leave the Animation Curve Editor open while previewing an animation This allows you to adjust an animation curve while watching the animation play giving you a lot of feedback on how your chan
66. sets Rise of the Dough Atlases Chef Chef asse D Keyframe Properties 69 EJ For more information on Atlases please see 3 Atlas Editor Texture If your keyframe type is Image then you can set the texture for your bone Figure 5 81 Texture 0 To set the texture click on the texture button This will open a window that lets you scroll through the textures in the selected atlas The currently selected texture is highlighted with a purple back ground Figure 5 82 Select Texture 70 Animation Editor Textures are arranged in alphabetic order for quick look ups To close the texture selection window click on the X button in the upper right corner Figure 5 83 Close Texture Window Select Texture You can create traditional sprite animations by setting a different texture on multiple keyframes for a bone A traditional sprite animation is just a sequence of images played over time to give the illusion of movement similar to a motion picture film These sprite animations can be played in conjunction with the motion rotation and scale of the bone animation for interesting effects Pivot If your keyframe is type you can set the pivot offset of the texture Figure 5 84 Pivot To set the pivot press the button This will open up the pivot editor window D Keyframe Properties 71 Figure 5 85 Pivot Offset Editor The pivot has been locked to the default set in the texture atlas You can eit
67. te Asset Texture Atlas Data 5 3 Opening the Animation Editor To open the animation editor click on the bone animation data asset in the Project window and then click the Open Animation Editor button in the inspector window Figure 5 4 Open Animation Editor Asset Project 9 Inspector gt hd Create 7 ar All 2 Chef gt AssetStoreTools i Playmaker Scripts v Rise of the Dough y Animations v Ga Chef 1 BoneAnimationData Y D Chef gt ES Chef_Resources gt Health_Bar Name a al Oven_Fire Bone Count gt Pans Clip Count a Pizza Data Version gt E Splat gt Atlas Base Textures gt E Atlases Mesh Import Scale 06 gt ES Music gt E Prefabs Open Control Panel readme gt E Scenes 38 Animation Editor 9 4 Layout The Animation Editor allows you to organize your source textures into a hierarchy that can be keyframed There are six main sections of the editor that are highlighted in different colors here Figure 5 5 Animation Editor Layout SmoothMoves Animation Editor Chef Zoom x0 64 Mesh Color pw4 E User Trigger Type Atlas Depth Collider Local Position Local Rotation Degrees Local Scale al 1 1 Image Scale 1 al F FPS 130 Once E Mix Layer 104 on o af 100 d e A Bone Hierarchy Bones are added removed and reorganized into parent child relationships e B Animation Clips clips are ad
68. th setting To move the bone lower toward a lower depth press the down arrow button below the depth setting Adding a Keyframe Visually If you click on a bone in the Animation Window that does not have a keyframe set for the current time you will be prompted to add a keyframe at this time frame If you choose this a new keyframe will be added for the bone and the position rotation properties will be set Figure 5 108 Add Keyframe Animation Window Add Pos Rot Keyframe For Weapon at frame 6 Cancel AL 86 Animation Editor 5 10 F Animation Clip Settings The animation clip settings let you modify the properties of the currently selected animation clip Figure 5 109 Animation Clip Settings Stand E Mi Weight Animation Clip Name Displays the name of the currently selected animation clip FPS Frames Per Second Allows you to speed up or slow down an animation de The FPS is actually the speed of the animation clip in the Animation component attached to your bone animation in the scene If you want to reference the normalized speed you should reference the speed of the bone animation component and not the animation component EJ See FAQ for more information Wrap Mode This determines how the animation clip should behave when it reaches the end e Loop The animation clip will start over from the beginning e Once The animation clip will stop once it has played e Clamp The animation clip
69. the selected property on the selected bone in the selected animation clip This is where you can select nodes move nodes around and adjust node tangents Navigating You can navigate the main curve window just like you would the Animation Editor or Pivot Offset Editor To pan around click the middle mouse button and drag To zoom scroll the middle mouse wheel 98 Animation Curve Editor EJ For more information on navigating please see Navigating Nodes A node is a keyframe and more specifically it is the property of the keyframe you have chosen Figure 6 8 Node To select a node simply click on the circle representing the node Figure 6 9 Selected Node When a node is selected it will be highlighted with a white ring You will also see its tangent handl es appear for you to adjust Moving a Node When you move a node up and down you are changing the keyframe property s value When you move the node left and right you are changing the frame where the property is set thus adjusting its timing To move a node drag the node up down left or right then release to set the new frame or value A When moving a node left or right adjusting its frame the node will snap to the frames of your animation clip Nodes cannot exist outside of these frames If the resolution of the frames is not high enough for you then it might be best to expand your animation clip and Sections 99 just speed up the FPS
70. ting keyframes here will overwrite some of your previously set keyframes Are you sure you want to do this No Windows Keyboard Shortcuts e Ctrl C Copy keyframes e Ctrl X Cut keyframes e Ctrl V Paste keyframes Mac Keyboard Shortcuts e Cmd C Copy keyframes e Cmd X Cut keyframes e Cmd V Paste keyframes EJ You can set which properties are copied and pasted for each keyframe in the Settings Window Refer to Copy and Paste Property Selection for more information Inserting Frames Y ou can insert frames anywhere in the timeline to shift keyframes forward in time All keyframes to the right of where you insert will be moved to the right If you select multiple frames then the keyframes will be moved multiple frames forward C Timeline 61 Figure 5 56 Inserting Frame Set Blank Keyframe Set Pos Rot Keyframe Duplicate Previous Keyframe Duplicate First Keyframe You can also insert an entire column of frames shifting keyframes in every bone forward in time To insert a column of frames right click on the timeline s frame header section and select Insert Column of Frames Figure 5 59 Insert Column of Frames Set Blank Keyframes For Column Delete All Keyframes in Column Duplicate Previous Keyframes in Column Duplicate First Keyframes in Column Delete Column of Frames 62 Animation Editor Deleting Frames You can also shift keyframes backward to the left by del
71. ugh the Unity Meni separarnos 26 Create a Sprite Through the Hierarchy Menu rs As 26 Adding a Sprite Saipt to a GameObject messier ant tiA iraou ai ea 27 Other Components eee reece ee ee ee eee eee ee eee ees 29 AD Sprite Component ata AA E 30 SetAtlas Sicilia ERA A EE ee ERAN a ETRE A ee AAA AR A 30 ee ee ee A IA ADA AR A 31 Set PIVOCOMSEL bra A ARAS A ot AAA 32 Set Relative Scale Absolute Size oo 33 Relative Scale vta AAA ASAS AA ARA ASA AAA AA 35 Absolute Sizes ost pesca deters sate peed das peewee ies 33 SCC COIQE Ervin e e eae hes Sa he el AA oe oa RE ee AN 34 Mesh SeperatOr ee eee ee eee ee eee ee ee eee eee 34 5 Animation Editor 66626 sass Geek ASES EES OSES RSE SESE AE CRS AA 35 O Gee tee ead ease 36 52 Greate a Bone Animation Data Asset ir cans Ge A ees oes ene 36 53 Openine the Animation Edito lt 4ue Aes ntanwke eager nek ten keene Res mige chee ers 37 50 SAVOUR eect aaeah eh Be fear tetera quae ac Galea a pte aes 38 55 AvBonelicmichy O PO a i aair nin eoee SE 39 Nadine Bones Zer rires AraAra a td 39 Deleting Bones lt lt oooocococcorrrrn ee ee eee eee eee eee AO Rename aBo e beicon 41 Reordering Bones iso in ir is caen 41 Making Bone the Base ee eee ee ee eee eee eee eens 42 Bone Visibility aval iio 44 Pone Color eraen rner US a ee oct pe a hee R 46 Miine Dones dinier O no teed ANE AnA de tere APANE N 47 Scrollinetie Bone Hierarchy t r ADA 48 5 6 B Animatio
72. ure 5 67 Shifting Keyframes Confirm Warning Moving the selected keyframes here will overwrite other keyframes Are you sure you want to do this No Windows and Mac Keyboard Shortcuts e Esc Stops the shifting and returns the keyframes back to where they started Scrolling the Timeline Window You can scroll the timeline back and forth using the controls at the bottom of the window To move forward a frame click the single arrow pointing right Figure 5 68 Move Forward One Frame C Timeline 65 To move backward a frame click the single arrow pointing left Figure 5 69 Move Backward One Frame To freely scroll the timeline backward and forward use the horizontal slider Figure 5 70 Freely Scroll Timeline To skip to the last keyframe that is set for an animation clip click the double arrow pointing right Figure 5 71 Skip To Last Used Keyframe To skip to the first frame in the animation clip click the double arrow pointing left Figure 5 72 Skip To Beginning Frame Cleaning Up If you have a lot of blank keyframes set and want to remove them to keep a clean workspace you can quickly remove them all with the trashcan icon at the bottom of the Timeline window Figure 5 73 Cleanup Blank Keyframes Scrubbing Y ou can scrub your animation back and forth by clicking and dragging the green box in the Timeline header This lets you quickly see the motion of your animation backward and forward 66
73. use the Play Stop button to start and stop an animation preview While the animation is being previewed all other functions are disabled to prevent changing the animation To advance one frame backward or forward use the arrow buttons to the left or right respectively Figure 5 110 Preview Animation 88 Animation Editor The real time of an animation is displayed to the right of the animation preview buttons This shows you how many seconds will have elapsed at the current frame in the animation clip taking into consideration the FPS Figure 5 111 Animation Preview Time Time 0 97 O You can leave the Animation Curve Editor window open and adjust its curves while previewing an animation This allows you to adjust an animation curve and quickly get feedback on the effect Animation Editor Settings and Controls Figure 5 112 Animation Editor Settings Center Animation Brings the x and y axis back to the center of the Animation Window Zoom x 1 Zooms the Animation Window back to its default setting where one texture pixel equals one pixel in the Animation Window Settings Opens the settings window EJ See Settings Window for the different options that can be changed Toggle Contrast Switches the background and gizmo label colors from light to dark so that you can better see your light or dark animation textures G Animation Controls 89 Animation Window Zoom Figure 5 113 Animation Window Zoom Slider
74. ut in the context menu to set a position and rotation keyframe All this does is first create a blank keyframe then it sets the position and rotation properties to be used all in one step Figure 5 44 Set Position Rotation Keyframe Set Blank Keyframe Duplicate Previous Keyframe Duplicate First Keyframe Insert Frame Blank keyframes will be colored red Keyframes that have at least one property set on them will be colored orange Figure 5 45 Blank Keyframes 56 Animation Editor You can also set an entire column of keyframes by right clicking on the frame header and selecting Set Blank Keyframes for Column Figure 5 46 Set Blank Keyframes For Column 7 Delete All Keyframes in Column i o Duplicate Previous Keyframes in Column E Duplicate First Keyframes in Column Insert Column of Frames Delete Column of Frames Windows and Mac Keyboard Shortcuts e B Sets a blank keyframe e P Sets a position rotation keyframe e T Sets a texture keyframe Deleting a Keyframe To remove a keyframe simple select the keyframe right click and select Delete Keyframe from the context menu This will remove all properties for that keyframe Figure 5 47 Delete Keyframe Duplicate Previous Keyframe Duplicate First Keyframe Cut Keyframe Copy Keyframe Reset Transform Insert Frame When you delete you will be asked to confirm that you want to remove the keyframe Figure
75. w bits of texture that should not be there such as this Figure 10 2 Artifacts so You can fix this by either changing the compression level of the atlas texture or by increasing the padding of the atlas and rebuilding You may also need to set the wrap mode to clamp so that pixels from one side of the atlas do not bleed into the opposite side Figure 10 3 Increase Quality Default amp Max Size 1024 e Format RGBA 32 bit a Revert Apply Answers 133 Figure 10 4 Increase Padding Padding po Max Atlas Size Size 1024 Force Square Figure 10 5 Set clamp wrap mode Filter Mode Bilinear Aniso Level es 1 EJ See Padding for more information on atlas padding Q Why are my textures cut off in the texture atlas If you set the max atlas size too small in the atlas editor Unity may cut off your textures in the final atlas Unity does not resize the source textures so its texture packer will just truncate your images If you see this happening you will need to increase the max atlas size in your atlas editor Figure 10 6 Max atlas size too low Padding es Max Atlas Size WM Force Square Figure 10 7 Max texture size too low Chef Hi Res 256x256 RGBA 16 bit 128 0 KB 134 FAQ and Troubleshooting d Note that you can increase your max atlas size to a high value in the atlas editor then resize down in the Unity inspector to get around this
76. will play to the last frame and keep playing the last frame e Ping Pong The animation clip will reverse itself once it reaches the end It will reverse itself again once it reaches the beginning Mix Animation This allows you to play the animation on top of another animation This will also toggle the mixing switches on the bone hierarchy when this is set to true EJ For more information on setting bone mixing see Mixing Bones G Animation Controls 87 Blend Mode This tells Unity how to blend this animation with other animations e Blend Sets the animation to blend evenly with other animations determined by the blend weigh t e Additive Sets the animation to add its curve property values to other animations determined by the blend weight Layer The animation layer determines priority when blending and mixing If the animation clip is to play on top of another clip the layer should be set higher Blend Weight The blend weight determines how much of an animation s curve properties should be used when blending and mixing animations Higher blend weights give more priority to this anima tion clip EJ For more information on blending and mixing animations layers and blend weight refer to Unity s documentation on Character Animation and Animation Scripting 5 11 G Animation Controls The animation controls allow you to preview an animation and toggle settings for the editor Previewing an Animation You can
77. xture Editor Window PAS SL 5 Y JU A UN a Te Hi CALL T gt E y e E a Eo To populate the source texture editor window drag and drop your source textures onto the grey back ground Source Texture Editor Window 19 Drag and Drop Source Textures Atlas Editor Chef Project Create or All gt E AssetStoreTools APN Padding a Playmaker Scripts MA Size 1024 v Rise of the Dough s i F i i a orce Sauare E Animations oso Y GiAtlas Base Textures Assets Rise of the Dough Atlas Base Textures Chef head psd v 3 Chef F E BS AL u hp ep S r Y Kitchen 3 Misc Ga Pizza 3 Shared gt E Swishes gt Atlases gt E Music gt E Prefabs E readme 9 Scenes 9 Scripts 3 Sound FX Textures SmoothMoves 3 Editor e fe YYYY Y vilbvvyvyy To delete a source texture so that it will not be included in the final atlas select the texture it will be highlighted purple and press the delete key on your keyboard Select Texture and Delete 20 Atlas Editor To show or hide the default pivot points of each texture toggle the pivot button When the default pivots are visible you will see small orange boxes centered at each texture s pivot point Figure 3 14 Pivot Toggle 3 5 Pivot Editor Each texture can have a default pivot point A pivot point is the position that the texture will rotate
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