Home

Smooth Moves User Manual

image

Contents

1. Figure 5 29 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 30 Delete Clip Rename Clip Duplicate Entire Clip Duplicate First Frames Duplicate Last Frames 50 Animation Editor You will be asked to confirm that you wish to delete this clip Figure 5 31 Confirm Delete Clip Confirm Clip Deletion Are you sure you want to delete the animation Stand Windows and Mac Keyboard Shortcuts 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 32 Rename Clip Context Menu Delete a Duplicate Entire Clip Duplicate First Frames Duplicate Last Frames B Animation Clips 51 Figure 5 33 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 Figure 5 34 Duplicate Clips Delete Clip Rename Clip Duplicate Entire Clip This copies all keyframes from the select
2. Knight High Res te Knight_Red Y Knight_Red Weapons From the Unity menu select Edit gt Duplicate Figure 8 2 Duplicate e Edit Assets GameObject Component Te Ej Undo Selection Change Ctrl 2 L A Redo Gh gt ay Cut Ctrl x Copy Ctrl C Paste Ctrl V Duplicate Ctrl D Delete Shift Del Set the Max Size of your Low Res Textures Smaller Select your newly duplicated texture 126 Optimization and Tips Figure 8 3 Select Low Res LJ Knight High Res AMM Knight High Res QO Knight High Res Knight Low Res Knight Low Res p Knight_Red In the Inspector Window set the Max Size to a smaller number Figure 8 4 Max Size Default B E Ba Max Size 128 Format RGBA 32 bit The preview of the image should now show a smaller texture size Figure 8 5 Low Res Texture JG Knight 1 128x128 RGBA 32 bit 64 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 Creating Assets for Older Devices 127 Figure 8 6 Drag Low Res Texture to Low Res Material Knight Low Res Shader Knight Low Res 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 Animation using UnityEngine using SmoothMoves public class MyScript MonoBehavi
3. This allows you more control over creating new keyframes without having to waste time removing unwanted copied data 98 Animation Editor Figure 5 121 Copy Paste Everything Figure 5 122 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 Image Scale Color 6 Animation Curve Editor Figure 6 1 Curve Editor SmoothMoves Curve Editor xj c 1 Fit to Window Add Points Off 100 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 6 2 Sections The animation curve editor is composed of several sections e Value Axis e Frame Axis Sections 101 e Scale Settings e Main curve window 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 102 Animation Curve Editor something like 120 to 560 or any number possible Frame Axis The frame
4. a gt O Console Mm Knight Tag Untagged YA Transform Layer Def Position x 242 0297 Y o Z Rotation Mo Mio Scale Ei ML Y 7 Y Bone Animation Script Script BoneAnimation Animation Data l Kniaht BoneAnim Update Colors v 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 black white and grey shaded textures in your image editing software Photoshop for example In the Smooth Moves animation 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 1f your character 1s taking damage flashing the bone might show where the damage 1s being taken Colors 115 EJ See the API documentation for more information on setting or flashing the bone color db In order for bone color flashing to be processed at runtime you must t
5. 1t 1s 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 animation clips To set the color click on the checkered area on the right side of the bone Figure 5 24 Bone Color Click Head Helmet Arm L This 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 weight 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 Ez See the chapter on Color And Lighting for more information O Note that you can also set the mesh color in the animation controls window Figure 5 25 Set Bone Color Blend Helmet Bone Colo Blend Weight 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 A Bone Hierarchy 47 Figure 5 26 Bone Color Set Head Helmet Arm L A For any color changes to be processed by Smooth Moves 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 turn
6. 5 66 Shifting Keyframes End 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 67 Shifting Keyframes Warning t i t t 68 Animation Editor If you decide to overwrite the keyframes you will be asked to confirm that action Figure 5 68 Shifting Keyframes Confirm Warning Moving the selected keyframes here will overwrite other keyframes Are you sure you want to do this AAA Windows and Mac Keyboard Shortcuts e Esc Stops the shifting and returns the keyframes back to where they started Scrolling the Timeline Window Y ou 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 69 Move Forward One Frame To move backward a frame click the single arrow pointing left Figure 5 70 Move Backward One Frame To freely scroll the timeline backward and forward use the horizontal slider C Timeline 69 Figure 5 71 Freely Scroll Timeline To skip to the last keyframe that is set for an animation clip click the double arrow pointing right Figure 5 72 Skip To Last Used Keyframe To skip to the first frame in the animation clip click the double arrow pointing left Figure 5 73 Skip To Beginning Frame Cleaning Up If you have a lot of blank keyframes set
7. Ade Ones psc rr da cdas tidad atados 38 A Bones E TO O a e a bet a O 39 RENDON IES DS A OEA eee non oes 40 E o O sana 41 Making Bone the Base lt lt o oooooccoccronncnrrr eee eee eee 42 Bone Visibility erdee A ra a teas 44 A O oa es Fe ee ee nee A6 Mans Boles one dai dei 47 Scrolling the Bone Hierarchy sara disen 48 SO BANC PE EaR ERE a ON 49 Addmosa Amato CH siii atadas 49 Delete ak Ammann Cl teoria O 49 Reims Cl ea cda Ad 50 DuplicatmeaClp rra dt parda a a A ars TE aD 51 Reset Clips urna tor olores delta 52 Serolline Animation Clips ar AAA 52 E MM raspado Rim eden er ene we Ro ea 53 Frames and Key ames aicsiagedhdar te tasinrse birds bean dened 54 Sclechne Bros e E celeste a E E E eee sete ohne 55 Selina Kenia E E nr ate 56 Delete a Keyirame scc osS 0lhaconsiaacos aes taneesinees e cusped ses eeu baeyes 58 Rest Tanto ud iS eee eet eee eek 59 Cerne tases A PE ut soe ae yee aves aes e ee aetes 60 Duplicatino Keyiraiics cat adipsia eaten TA 61 Copying and Pasting Keyframes lt lt oeooooccccocnncranarr ee ee eee eens 61 Merne branes pra A 63 Delete Eres sonal il ire E ae ch eerae tenet cereus nes 65 Shins Keyes Ea ecu nny id e seunnesareiwes 66 Scrolling he Timele WindOW Siverteut ii otameteau sree aoincs eA O nieces 68 Cleanine Up issatecrevacccbososcancqanessactsaciaatemasschaseieanseeussenodeetas 69 Scrubbing ee II ee re ene eee ea ee EA 69 vi Table of Contents 58 De Keyiame Properties A
8. Click on the slanted handle to scale both the x and y axis simultaneously A If you only have one of your x or y scale properties set then you will only see one handle and no diagonal handle de Be sure you are scaling the correct property by checking the Local Scale Image Scale buttons E Animation Window 91 Depth Gizmo Figure 5 108 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 depth 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 5 109 Add Keyframe Animation Window Add Pos Rot Keyframe for Helmet at frame 7 Cancel 92 Animation Editor 5 10 F Animation Clip Settings The animation clip settings let you modify the properties of the currently selected animation clip Figure 5 110 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 bh The FPS is a
9. E ih tenet ction eee hae oretoere 10 MASAS IAEA SS IO SE ee ane Ens IES oe 12 Fore oue aranes EE seins ects T ORE EEE EESE 12 PEDON Seea EE E EAE E EA RRA ES 13 34 Source Texture Editor Window ccc ecce eee e eee e ec eee eeeeeeeeeeeeeneeeeeeeneees 14 35 gt PIVO Edot 826544242 eee 2 oe ew ee AAA es oe a IA A AAA eee e A 16 Manal PIVGKOMSEL ii A dd 17 Conimon Pivot Fonie qiradi eek e a a a tek wore te aed ea oa Se er Bad BG 18 PivGt Editor Window dE a AAA AA A Ou Basa 19 Pivorlavout Comos TE 20 Sprites i ec 21 at Crean Sophie Saaren eer TEA E O ENSE A ETE AE EEE ode 22 Creating a Sprite Through the Unity Menu ass ta AA ARA ARAS 22 Adding a Sprite Script to a GameObject ai A AA 22 Other Components o ooooorrrrr ee eee eee eee 25 AD Sprite Component arras 26 EA Goes Ba oie carcass we ee a E a E A A 26 See Texture ss a Wee ie le ee a AS ee eee es 28 A O 28 Set Relative Scale Absolute Size ccc cece ence eee e nee eneee beeen eeneenneenas 29 Relative scale E DI oe dn secs 29 Abote e aura dictada tatiana datado 30 SE LCOON aac tenes rro presea 30 Mesh Seperater REI A 30 Animation Editor iria AA ADA eS ee eS SAS 33 SL Oe ee Bask es cash ois oa Senn gd ae a ee ee a ok ee ot 34 5 2 Creating Bone Ammaton DatasASset ostias Dd ee Se ee re aed ad 34 53 Openne the Animation Editor ancducisia cda pi AA 35 5 4 Layout ooocooccocococncnc eee 36 55 iBone Micrichy AraAra ES EE eae alee sens teuvesenesaedesse 38
10. Nom sekota Bone Dake stereo ns 97 A E E es 97 Copy and Paste Property Selection arberriresrin can nein a rasp 97 Animation Curve Editor sisas asias dra a apa da iaa aa a ata r a eee 99 6d OPS DE E EA A oa 100 02 DECHONS metas A se o week a E a E a 100 Vale das dera vaa dai idos 101 POS IAEA IS SEA ASA IAS 102 Scale SeHiEs apor i rr EN P TEER 102 MACU Window aerea fae ie seat een ena nee tena eae 103 Narea pr a id Sekar eta aeons 103 Noden meiourara eee earn se eos en ee ee de ene ee 104 Monta Node vidriera aa does 104 Adine a Node aerea lat de 105 Decio Node cura a reo eas een eae a 106 AG Weta a Tangent sospprdi ii dilatar 106 Node Properties ebrios quesos ii id dae ie 108 Smoochie Aids ad a den 108 Special Tangent Types lt lt oooocooorrnrrrr ee eee ee eee 109 Pres hit ee ee ee e AA 109 Linear Tangent 1 eee ee eee eee ee 109 Constant Taneent wsceutg tcditow paisa tied ea Bah E hae dem lS Sai EE a ipa AG 111 Nod alice aorta aa Gnade are ee ede eens eee 111 6 3 Adjusting Animation Curve While Previewing lt lt lt eee ee ee ee ee ee ee ee eee 112 Color And Lighting o o ooooocooooororccccrrrccccrrrrccrcrrr rss 113 edt FILES art O tea Sate does Se ee SG A loa Gn il de ae Nea Se dates Sn eet a ae o 113 viii 10 Table of Contents MEMES 2 ESE NED EEN 114 Pon Color austral laa te eee 114 Keyuame Color iuuiesoiicroid dotar ieee ans e a a O R OE 115 Color Blend suso sos acai ponies c
11. a keyframe present then the property will just be turned on 106 Animation Curve Editor 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 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 exagerated Sections 107 Figure 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 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 108 Animation Curve Editor 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
12. 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 74 Cleanup Blank Keyframes Scrubbing You 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 70 Animation Editor Figure 5 75 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 76 Choose Keyframe Properties User Trigger ga No Type Key gm No Atlas Key No Texture Key mw Depth Depth 7 m No Collider Key m No Position g No Position Y Key No Position Z Key The only exception to this is that frame zero for all animations all bones needs to have all of its properties set D Keyframe Properties 71 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 Figure 5 77 Keyframe Information Stand Body 0 User Trigger A keyframe can fire a
13. 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 103 Main Curve Window Figure 6 7 Main Curve Window The main curve window shows the animation curve for 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 104 Animation Curve Editor EJ For more information on navigating please see Navigating Nodes A node is a keyframe and more specifically 1t 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 highligh
14. not to cross fade Instead you could just use Play To get a smoother transition between states you could create animations that run between your two animation states 138 FAQ and Troubleshooting 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 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 Smooth Moves package read the API documentation or view the video tutorials for examples of how to use the Bone Animation component Q How can make a lower resolution animation for older devices without having to create a whole new animation EJ See the workflow at Creating Assets for Older Devices Q Why do my animations and sprites have artifacts in them Depending on your atlas texture compression and the atlas padding your animations may show bits of texture that should not be there such as this Answers 139 Figure 10 2 Artifacts N You can fix this by either changing the compression level of the atlas texture or by increasing the padding of the atlas and
15. 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 G Animation Controls 95 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 Update Mesh in Scene Clicking this button will update all the bone animations in your current scene that are using this bone animation data This button 1s optional since the update process occurs automatically when you play the scene Clicking the update just lets you see an updated version of the mesh in your scene editor immediately Animation Window Zoom Figure 5 114 Animation Window Zoom Slider 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 Color And Lighting for more information 96 Animation Editor 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
16. the pivot offset please refer to Pivot Editor Depth If your keyframe type is Image 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 90 Depth Depth 78 Animation Editor O Y ou can change your bone s depth throughout an animation to shift bones to the foreground and background dynamically O Depth will work even when your animation is rotated in the opposite direction rendering your bones in order This allows you to save on the number of animations by not needing to animate a forward and backward pose Collider Y ou can set colliders on both Image and Transform Only keyframes A collider lets your bones interact with other colliders in your scene This can be good for weapons or other interactions Figure 5 91 Collider m M 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 D Keyframe Properties 79 e Never having a c
17. thickness The grid gives you a reference for your animating You can change the grid interval or turn it off completely in the settings window from the Animation Controls section 86 Animation Editor Figure 5 102 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 around 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 87 EJ See Show Gizmo Labels for more information on showing the gizmo labels Figure 5 103 Keyframe Information O When a bone is selected 1t will be a brighter color than the other bones or more specifically 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 bones 88 Animation Editor Gizmos There are a f
18. 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 You may want to create your game so that older devices will utilize smaller atlas textures The following 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 A A E Duplicate the materials and textures created by your high 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 125 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 ma Arena Knight High Res Knight High Res
19. 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 1s checked Figure 5 78 User Trigger User Tri 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 Check out the demo package or video tutorials at echo17 com for an explanation on how to process a user trigger 72 Animation Editor 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 effectively be hidden for this keyframe until another Image keyframe 1s 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 properties since it does not have any images to process Figure 5 79 Type 7 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 co
20. 3 Select Texture and Delete 16 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 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 Pivot Editor 17 Figure 3 15 Default Pivot Editor Default Pivot 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 18 Atlas Editor 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 sinc
21. EA REA we oa 70 Keyframe Information lt lt oooocrrrrrrrrr eee ee eee Ti o O E E E EE 71 TE ERAS AS AS SA EAS AS AS E 79 E ARA 72 TERUG EA A AAA AREA A ASA A A 73 PIDO serias a de a ras 75 DEIN es crci s de pe a A A Gs IO ia 77 E A O aor eeeas eae 78 None Collier et aida 78 Box Colder ur AS isa east 79 Sphere CoR atorrante Aia 80 Local POS rs A AA ib 80 Local POOL Ad AA A O da 82 LocalStals ayena rta daras casette casas 82 ss Scale perrita rro parara as pr E 83 A O E GR Eee es 83 5 9 E Animation Window 0 cece cee cee cee cee cee cence ee eee eet eee beet beets 85 Mand 2190 ias 85 Maa ui AS ao 86 Selected Keyframe Information 6 eee eee o 86 Cis despuntar sobra asis cae drei son sass SEO 88 MEG ri A ses 88 ROSCA A E SS de y pr aio 89 Local Scale and Image Scale Gizmos par Ad 89 Denia adri A eee teehee bones 91 Added Keytrame Visually dea AA AI 91 5 10 F Animation Clip Settings 6 0 ec eee eee eee eee eens 92 ST CG AnimatonConu0lS arras DE RAS OA E ee 93 Previews an ANMMANON ipod 93 Animation Editor Settings ano Controls sitaracane radar theses AAA atadas 04 Ammation Widow Z000 tmp AR AA AAN AA AS AA RA A ea eee 95 6 Mes Cola DESEAS ccc ee eee A N 95 Eee NLC Se ee oe ee een eee as cE thet re arnt e etre ee eee ee 96 Show Gizmo Labels ee eee eee ccc cee cece eee e cece teen ee bb bbb b bebe bees 96 Show Done Boundo str RR EEEE ene 96 OO EE E e E E E A E eer e E 97
22. 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 property in code Otherwise Unity will take over and play the animation with the curves generated here Figure 5 95 Keyframe Warning Y ou can adjust animation curve properties with the Animation Curve Editor by clicking on the animation curve icon next to the property Figure 5 96 Animation Curve Button 82 Animation Editor EJ For more information on adjusting the animation curve see Animation Curve Editor Local Rotation The local rotation will generate an animation curve for the z axis of your bone This rotation is relative to the rotation of the bone s parent rotation Figure 5 97 Local Rotation Local Rotation hb 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 jumps in the euler z angle will not occur with the
23. If you want to set the left and right tangents separately then you will want a node type to be Broken 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 1f you have moved them too far away from your goal Figure 6 19 Equalize Tangents Sections 109 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 Allows complete freedom to set the tangent how you want Figure 6 21 Free Tangent Node 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 110 Animation Curve Editor 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 Sections 111 Constant Tangent Figure 6 25 Constant Tangent The tangent cannot be set manually Constant tangents have a
24. Moves 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 animations will take at least one draw call If your bone animation contains more than one atlas then each of your bone animations will take more than one draw call 124 Optimization and Tips bh Smooth Moves 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 1s recommended that you seek out a plugin that is more appropriate for that There are numerous sprite packages in the Asset Store that cater to 2D sprite animators These plugins won t give you the smooth motions that a Skeletal animator will but you will see better performance due to batching f you only have a couple of atlases in your animation but you are seeing many draw calls that is probably because your bones depths are set
25. SM version 1 10 Smooth Moves User Manual 2D Skeletal animation editor for Unity3D echol 7 Table of Contents Tableof Contents ins ae eee AR SAS ASS RES A He ee 111 ls OL mre ere RA RARA RA ae ARA AAA ARAS RRA AAA AA 1 1 1 System Requirements PATA AAA de A TOS e OIT 1 1 2 Compatibility O Y RA E AB eae ee as E Ww N 2 Setting Up The Unity3D Environment s ssssssssssossossosoesosossoesosoeeoeo M E E re E ee E ee eee 22 Polder Stueuwe 2 22 se hee IR E AS ee Se a Bea ea E OE A DEMO lt a AS AS A dec ws EAS bnew Gn TE wont eerie RA eS edna aac AMIMANONS sheer eee eee oS AS A A ASIS EA ene seo eee eRe eae SAR Allas Base Textures oorr ober ety AR A OPERAS AAA AA TA AA OA Sees Alises 24d dk VA ak Be COS DA a Re es DS Se da e ES A A ee ee dc SCORES ins water A A ATI AA E ASADA a A E o Senipicn DE rE EE A E titas SOUNE Cia A A AS A aim E TS EA aed A ed Ac ee AA DOCUMENTATION lt a tees A E a a ae Bee AAA AT AAA E A ae book EMOL rro A O AR ASA E E DAI E ESAS ASA ES A ee Bio ER A Ba GS Playmaker Scripts eoccoorrrrrrr ro Plu gins ca a Es te ap So Dac est E A Svs eu Es iti A A EA hp BOD AA DAA AS Se Ss ee ea JT A A Ur Ur Ur Un wun A A A bh HBR WwW I NAS Edon nit aa OO Sl VOI ON si a a ee eee ee eee te eee A a i a a a ee ete E 30 Create OU Atlas Aa AA IA ASA ee we LA ee tae E ASE Woe Ute g IV Table of Contents Output FIERA ISO ESO Eta 9 3 3 Atlas Settings lt ooo 10 Padding E E E
26. a yellow color The Rebuild Atlas button will also be shaded yellow too Figure 3 9 Rebuild Atlas 1G 4 Default Pivot a 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 pna Are you sure you want to do this Yes No 14 Atlas Editor 3 4 Source Texture Editor Window The source texture window allows you to change up the source textures that comprise your texture atlas Figure 3 11 Source Texture Editor Window To populate the source texture editor window drag and drop your source textures onto the grey background Source Texture Editor Window 15 Figure 3 12 Drag and Drop Source Textures i n Atlas Editor PA ee i y K Project Create 7 FAT A Padding amaos IES Knight Force Square Sparks vy DAtlasBaseTextures gt E Arena gt amp FX Y Knight A A breastplate face face_eyesclosed hand_l _ helmet J leg_l Wiegr shield tunic y Qi Weapons FN Axe 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 Figure 3 1
27. al atlas texture More padding allows you to have higher compression without bleeding of color into other textures Atlas Settings 11 Figure 3 6 Texture Low Padding 1 pixel d Y night A 512x1024pARGB 32 b1092 0 MB EJ See the FAQ for more information 12 Atlas Editor 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 Figure 3 8 Unity Texture Max Size Default Ex by Max Size 4096 Format Automatic Compressed Preview 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 105 if you are wanting to use PVRTC compression Atlas Settings 13 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 When a change has occurred the source texture editor window background will be shaded
28. ames e Frames this is where you will set and manipulate the keyframes for the animation 54 Animation Editor Figure 5 38 Timeline Frame Header o 3 10 Figure 5 39 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 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 40 Frame C Timeline 55 Figure 5 41 Keyframe 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 42 Select Frames You can also select a column of frames by double clicking the frame header section 56 Animation Editor Figure 5 43 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 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 se
29. ctually 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 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 G Animation Controls 93 EJ For more information on setting bone mixing see Mixing Bones 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 weight 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 Ble
30. 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 Gizmos 97 All LO M Sprite Staticw Tag Untagged Layer Default Vv Transform Position x 0 Y fo zo Rotation x 0 yfo E z o Scale xX 1 Y 1 Z 1 E Y Sprite Script Texture Atlas Weapons Texture Axe a Relative Scale Absolute Size Scale X 1 Scale Y 1 1 Color E Create Separate Mesh vs Mesh Filter Mesh EX Y M Mesh Renderer Sprites are just four vertices making up a quad mesh They are tied to an atlas so that they can 22 Sprites dynamically batch to reduce draw calls Sprites are not used in animations in Smooth Moves but are more for background elements or decoration 4 1 Creating a Sprite You can create a sprite in one of two ways e Through the Unity 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 Smooth Moves gt Create GameObject gt Sprite Figure 4 2 Create Sprite Through Menu Tools Smooth Moves Window Help Windows b i m IE Create GameObject
31. e there is no offset Figure 3 17 Pivot Texture Coordinates 39 Common Pivot Points Figure 3 18 Common Pivot Points 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 Pivot Editor 19 e upper right e middle left e middle center e middle right e 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 Alternatively 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 20 Atlas Editor 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 From 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 xl 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
32. e this in the properties inspector You can also set multiple frames if you have selected a group of frames C Timeline 57 Figure 5 44 Set Blank Keyframe a 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 shortcut 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 45 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 46 Blank Keyframes 58 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 47 Set Blank Keyframes For Column Delete All Keyframes in Column Duplicate Previous Keyframes in Column 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 f
33. ed 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 1f 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 new clip This 1s useful 1f you want your new clip to start where your last clip left off 52 Animation Editor 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 35 Move Clip Up Figure 5 36 Move Clip Down Scrolling Animation Clips You can scroll the animation clips using the vertical slider on the far right C Timeline 53 Figure 5 37 Scroll Clips Animation Clip 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 fr
34. ed off by default to improve performance for animations not using color EJ See the FAQ for more information Mixing Bones When an animation clip is set to Mix you can specify which bones will be used in the mixing Checkboxes will appear next to each bone To enable a bone for mixing just make sure that the checkbox 1s set to true Figure 5 27 Mixing Bounce Body Head Helmet Arm L Hand L Weapon 5 ha Tunic m 48 Animation Editor 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 F Animation Clip Settings or Unity s documentation on Character Animation or Animation Scripting 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 28 Scroll Bones Windows and Mac Mouse Shortcuts e Middle Mouse Wheel Scrolls the bone hierarchy vertically B Animation Clips 49 5 6 B Animation Clips Your 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 Adding an Animation Clip To add an animation clip click the plus button in the animation window
35. ently 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 animation 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 Relative Size or Absolute Size instead of the transform scale Q I have set colors on my bones or keyframes so why is the color not updating when I run the scene A Be sure the Update Colors 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 Answers 137 Figure 10 1 Update Colors inspecto E Y Bone Animation Tag ntagged Laye Transform Positio Rotation a AA E a pa a Y Bone Animation Script ms Script B BoneAnimation Animation Data Kniaht BoneAnimati Y Update Colors Y 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 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
36. erous 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 15 Relative Scale Relative Scale Scale X 1 Scale Y 1 c 30 Sprites Click the Relative Scale button to switch the sprite s size mode to relative scale The relative scale 1s 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 16 Absolute Size Relative Scale Absolute Size Width 121 Height 255 Click the Absolute Size 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 Set Color Figure 4 17 Color Color A To set the color click on the color swatch to bring up a color chooser You can also click on the eyedropper 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 1s propagated to all the sprites that share the mesh This may be desired but if it is not you can easily Sprite Component 31 separate the mesh for any sprite by clicking on the Create Separate Mesh button Fig
37. esar mse Ass 115 Color Examples raise A Ad ds 116 Examples euro ropa EI is 116 Explota est e a heehee ear iets 117 Ean aendh ecu tobeisee E dicen ne senno se heres nese none ae eds 118 Exampless semevsrari aio 119 T Tibia aros pod AE is 121 Optimization and Tips o ooooooooocococcccccorrrrrrrccccccrrrrrorossssooo 123 Si rs E a heehee aera aes 123 sr ened Med Dia Call atun SS BESS 6 i E A STR 123 83 Cieatie Assetstor Older Devices errors Pr Des 124 4 Create Low Res Materials and Textures ee ccc etc e eee eee ence cence eee ee ee eeeenneeeen 125 Duplicate the Materials and Textures reir A eee eee ee tetas 125 Set the Max Size of your Low Res Textures Smaller eee eee eee eee 125 Set the Low Res Material s Texture to the Low Res Texture e eee eee eee ee eee eee 126 S Swap Malenalim YOUrSCrph lt nttG uss plis a alate eee ted 127 6 Addie Script toa Bone Animanom ita AA ST 128 Redistributing Your Work ooooooococcccoorrrroccccccccoooororosssoooo 131 Ol Site Vou Wore ari rca SS Na eee een Suess 131 9 2 Whatto Export 1 1 eee ee ee eee E E ences 131 03 Whaivou MAY NOL EXPORT ascesioossesncdeimysMiasche sees danee A 132 9 4 Export Process e o ooooococrrrrrr ee ANE eee eee 132 9 5 Import Process ee eee ro 133 FAQ and Troubleshooting cece ccc cece cece reece cece cece errr eeeessscces 135 VO Oue ons LAA EA AE ISA 135 TOD A 136 Q Why are each of my animations taking a
38. ew 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 5 104 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 simultaneously 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 89 Rotate Gizmo Figure 5 105 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 5 106 Local Scale Gizmo 90 Animation Editor Figure 5 107 Image Scale Gizmo The local scale and image scale gizmos are identical except for the buttons that let you switch between 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
39. gt Bone Animation ooo Create Asset Sprite Tools r Adding a Sprite Script to a GameObject Create an empty gameobject by going to the Unity menu GameObject gt Create Empty Creating a Sprite 23 Figure 4 3 Create Empty GameObject GameObject Component Terrain Asset Store Tc y Create Empty Ctrl Shift N Create Other Genter On Ghildren Malba Darant Select the newly created GameObject in the Hierarchy Window Figure 4 4 Select GameObject Hierarchy Create GameObject Main Camera Drag the Sprite script component onto the new GameObject from the SmoothMoves_Runtime dll library 24 Sprites 0 Inspector am gs t Create PEM i gt F 7 sameUbyect Relative Scale IE o Alternatively you can add the sprite component through the Unity menu by going to Component gt Scripts gt Sprite Creating a Sprite 25 Figure 4 6 Add Sprite Component Through Menu Component Terrain Asset Store Tools Smooth Moves Win Mesh Effects Physics b Navigation d Audio b b b Rendering Miscellaneous 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 ga
40. ial Y ai M Mesh Renderer Cast Shadows Receive Shadows M Y Materials Size 1 Element 0 QO Weapons o Use Light Probes LJ 28 Sprites Set Texture Figure 4 11 Texture Texture Axe To change the texture click on the drop down list and select the texture name that you want to 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 12 Pivot Offset When you click on the pivot offset button the Pivot Offset Editor window will open EJ Please refer to the Pivot Editor for more information on how to use the pivot offset window The only 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 1s locked you can t adjust it and it will use what is set in the atlas Sprite Component 29 Figure 4 13 Pivot Offset Locked to Default When the offset is unlocked you can adjust it freely overriding what is set in the atlas Figure 4 14 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 Set Relative Scale Absolute Size You can set the relative scale or absolute size but not both at the same time de You should not set the sprite s size through the Unity transform scale Creating a different scale for num
41. k 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 11 Rename Bone Context Menu Add Bone Delete Bone Select all keyframes in bone Make Bone the Base A Bone Hierarchy 41 Figure 5 12 Renaming Bone 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 another parent If you drag a bone to the Root the bone will not have any parents other than the Root bone You 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 highlighted a light green indicating which bone will receive the child when released Figure 5 13 Reorder Bone 42 Animation Editor Figure 5 14 New Bone Hierarchy Arm R Shield Head Helmet Arm L 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 parented 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
42. 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 5 115 Show Gizmo Labels ow Gizmo Labels 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 5 116 Show Selected Bone Bounds ww Selected Bone Bounds Figure 5 117 Selected Bone Bounds G Animation Controls 97 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 5 118 Grid Size Non Selected Bone Darken When you select a keyframe in the Timeline 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 Figure 5 119 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 5 120 Axis Thickness Axis Thickness 3 px Copy and Paste Property Selection When copying and pasting keyframes in the Timeline only the properties selected here will be pasted
43. lank 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 C Timeline 63 Figure 5 56 Paste Confirmation Paste Keyframe s Pasting keyframes here will overwrite some of your previously set keyframes Are you sure you want to do this No E 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 You 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 64 Animation Editor Figure 5 57 Inserting Frame EE EENEN Set Blank Keyframe Set Pos Rot Keyframe Duplicate Previous Keyframe Duplicate First Keyframe Paste Keyframes Figure 5 58 Before Insert Figure 5 59 After Insert BEE You can also insert an entire column of frames shifting keyframes in every bone for
44. lder Reveal in Finder Javascript C Script Boo Script Import New Asset Shader Import Package Export Package Find References In Scene Select Dependencies F Open Delete Prefab Material Animation Cubemap Refresh Reimport Reimport All Sync MonoDevelop Project Lens Flare Custom Font Render Texture Physic Material GUI Skin Smooth Moves Texture Atlas Data Opening the Animation Editor 35 You can also create an asset through the Unity menu by selecting Smooth Moves gt Create Asset gt Bone Animation Data Figure 5 3 Create Bone Animation Data Through Menu Terrain Perron Window Help Windows ntitled New Unity Project 8 Create GameObject Create Asset Texture Atlas Data VARAV Y 5 3 Opening the Animation Editor There are a couple of ways to open the animation editor One is by choosing the editor from the Smooth Moves menu at the top of Unity After the Animation Editor is open you can select a Bone Animation Data asset to work on Figure 5 4 Open Editor Through Menu arrain Smooth Moves ul Window Help Window Sh pan E Create GameObject Create Asset Tools Another way to open the editor is to first select the asset then click on the Open Animation Editor button in the asset s inspector window 36 Animation Editor Figure 5 5 Open Editor Through Inspector Bi Demo E Animation Knight Spark AtiasBaselexture Name Knight N Ce
45. lete Frames This will pop up a window where you can set the keyframes type and atlas Be sure to set the type to Image 1 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 52 Set Atlases Popup Window C Timeline 61 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 starting position Figure 5 53 Duplicating Keyframes Set Blank Keyframe 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 62 Animation Editor Figure 5 54 Copy and Cut Keyframe Duplicate Previous Keyframes Duplicate First Keyframes Delete Keyframes Reset Transforms Set Atlases Insert Frames Delete Frames To paste the copied or cut keyframes select another frame right click and select Paste from the context menu Figure 5 55 Paste Keyframe Set B
46. llection of textures grouped together to reduce draw calls at runtime Figure 5 80 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 D Keyframe Properties 73 that are available for the bone s keyframe Figure 5 81 Select Atlas OOOO Assets a O y Knight Texture Atlas Assets SmoothMoves Demo Atlases Knight asset ca For more information on Atlases please see Atlas Editor Texture If your keyframe type is Image then you can set the texture for your bone Figure 5 82 Texture 74 Animation Editor 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 background Figure 5 83 Select Texture Select Texture f E 4 y a z brea 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 84 Close Texture Window Select Texture D Keyframe Properties 75 O 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 si
47. me window You don t need to adjust these components since they are handled automatically and modified behind the scenes 26 Sprites 4 2 Sprite Component Figure 4 7 Sprite Component Y Sprite Script g Texture Atlas Weapons O Texture Axe Relative Scale Absolute Size Scale X 1 Scale Y 1 Color IS Create Seperate Mesh The sprite component has several properties including e Atlas The 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 8 Atlas Texture Atlas l Weapons Sprite Component 27 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 Figure 4 9 Select Atlas Select TextureAtlas x AE Assets a O y Knight Texture Atlas Assets SmoothMoves Demo Atlases Knight asset 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 10 Mesh Renderer Mater
48. milar 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 Image you can set the pivot offset of the texture Figure 5 85 Pivot To set the pivot press the Pivot button This will open up the pivot editor window 76 Animation Editor Figure 5 86 Pivot Offset Editor The pivot has been locked to the default set in the texture atlas You can either unlock the pivot and change it here or open the atlas and change 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 87 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 D Keyframe Properties 77 Figure 5 88 Pivot Offset Unlocked 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 X button in the upper right corner Figure 5 89 Close Pivot Offset Window EJ For more information on how to set
49. nd 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 animation 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 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 94 Animation Editor To advance one frame backward or forward use the arrow buttons to the left or right respectively Figure 5 111 Preview Animation 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 5 112 Animation Preview Time Time 0 97 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 5 113 Animation Editor Settings Center Animation Brings the x and y axis back to
50. nes 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 A Adding a bone will add the bone to all animation clips in the animation Figure 5 7 Add Bone Button Figure 5 8 Add Bone Context Menu Delete Bone Rename Bone Select all keyframes in bone Make Bone the Base 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 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 A Bone Hierarchy 39 You can delete a bone by right clicking it and selecting Delete Bone from the context menu Figure 5 9 Delete Bone Context Menu Select all keyframes in bone Make Bone the Base You will be asked to confirm that you want to delete the selected bone d Deleting a bone will delete the bone in all animation clips in the animation 40 Animation Editor Figure 5 10 Delete Bone Confirmation Confirm Bone Deletion Are you sure you want to delete bone Body This will remove the bone from all animation clips 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 clic
51. nt Bone Count 13 gt Clip Count 4 Sound Data Version 6 Ei Documentatio ES Edito Mesh In port Sc PS PlayMake Script SS Plugii e Pe AUT 5 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 Layout 37 Layout 800 m SmoothMoves Animation Editor Animation Bone Frame e A Bone Hierarchy Bones are added removed and reorganized into parent child relationships e B Animation Clips clips are added 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 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 38 Animation Editor 5 9 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 Bo
52. oggle the Update Colors 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 A Keyframe color cannot be set at runtime only in the Smooth Moves animation editor A In order for keyframe animated color changes to be processed at runtime you must toggle the Update Colors 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 color 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 according to the weight of the keyframe color 116 Color And Lighting Figure 7 2 Color Explanation Color Examples Example 1 e Mesh Color white e Bone Color red blending 1 0f e Keyframe Color white blending 0 Colors 117 Figure 7 3 Exl a 0 COLOR e 0 q gt JA es MESH 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 se
53. ollider 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 Box Collider Figure 5 92 Set Box Collider Collider Box M Is Trigger Layer Use Animation Layer Collider Center f Collider Box Siz f 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 1s in three dimen
54. our public BoneAnimation boneAnimation public Material highResMaterial public Material lowResMaterial void Start 128 Optimization and Tips boneAnimation S wapMaterial 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 and reference the high and low res materials you created Figure 8 7 Set Inspector Properties E Console Inspector a v M Bone Animation _ _ Static v Tag Untagged Layer Default TA Transform w Position x 0 pro z o Rotation xfo yfo z o Scale X L o L zZ 1 7 M Bone Animation Script w Script BoneAnimation o Animation Data Knight BoneAnime Update Colors Y My Script Script Script MyScript Bone Animation Bone Animation High Res Material Knight High Res Low Res Material QO Knight Low Res In your game or scene view you should see the high resolution animation at design time Creating Assets for Older Devices 129 Figure 8 8 High Res When you run the game your low resolution materials will be swapped in Figure 8 9 Low Res O Note that the weapon in this example did not change This is because it 1s in a different atlas from the knight If you want to swap the weapon material as well you ll need to follow this process for the wea
55. pons atlas material and texture 9 Redistributing Your Work 9 1 Share Your Work Smooth Moves 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 A Care must be taken so that you don t export too much or you will be violating the license terms of Smooth Moves 9 2 What to Export You may export the following files to users without a Smooth Moves license e Atlases e Materials created by the atlases e Textures created by the atlases 132 Redistributing Your Work e Bone Animation Data assets e Bone Animations gameobjects in the scene that use Bone Animation Data 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 violation of Smooth Moves license e SmoothMoves_Editor dll found in the Editor folder 9 4 Export Process 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 yo
56. 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 98 Local Scale D Keyframe Properties 83 O If you just want to scale the bone s image and not its children use the Image Scale properties instead Image Scale The image scale 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 99 Image Scale Image Scale O If you want to scale a bone s children as well use the Local Scale 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 1s set to zero your keyframe color will not be used 84 Animation Editor Figure 5 100 Color Green Blue Alpha Blend None Half Half 9 Full You 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 value
57. r contains all the files used in the demonstration of Smooth Moves Animations This folder contains the bone animation data used in the demo Atlas Base Textures This folder contains the textures that are used to create the atlases These textures are only used in the Animation Editor and not at runtime Atlases This folder contains the atlases that the bone animations use for the demo The atlases are created from the textures in the Atlas Base Textures folder Folder Structure 5 Scenes This folder contains the scenes for the demo This should be the first place you go to see how the animations work in Smooth Moves Scripts This folder contains scripts used on scene objects in the demo scenes Sounds This folder contains sound files used in the demo Documentation This folder contains the API documentation and the User Guide this manual Editor This folder contains the Smooth Moves compiled dll library and the editor scripts used to for setting up swapping of textures hb Please do not distribute the SmoothMoves_Editor dll file This file is proprietary and is only valid with a purchased Smooth Moves license EJ See the Redistributing Your Work chapter for more information 6 Setting Up The Unity3D Environment Playmaker Scripts This folder is empty except for a readme file that redirects you to the support website for downloading the Playmaker scripts These scripts can be updated at any
58. rebuilding Figure 10 3 Increase Quality Default Max Size Format RGBA 32 bit Figure 10 4 Increase Padding Padding Max Atlas Size Force Square EJ See Padding for more information on atlas padding 11 Guide Version History 2012 06 14 1 e Added Guide Version History e 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
59. rom the context menu This will remove all properties for that keyframe Figure 5 48 Delete Keyframe Be Ue Duplicate Previous Keyframe Duplicate First Keyframe Cut Keyframe Copy Keyframe Reset Transform Insert Frame C Timeline When you delete you will be asked to confirm that you want to remove the keyframe Figure 5 49 Delete Keyframe Confirmation Delete Keyframe Confirmation Are 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 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 50 Reset Transform SRR Duplicate Previous Keyframe Duplicate First Keyframe Cut Keyframe Copy Keyframe Delete Keyframe Insert Frame 59 60 Animation Editor 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 Figure 5 51 Set Atlases Duplicate Previous Keyframes Duplicate First Keyframes Cut Keyframes Copy Keyframes Delete Keyframes Reset Transforms Insert Frames De
60. s giving you the flexibility to create astounding and complex animations This manual will help familiarize you with the Smooth Moves 2D skeletal animation editor for Unity3D 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 echol7 com 1 1 System Requirements e Windows or Mac operating system e Unity3D available here e Smooth Moves package available here 2 Overview 1 2 Compatibility Smooth Moves works on the following Unity3D platforms e PC Standalone e Mac Standalone e Web Player e iOS e Andriod Smooth Moves does NOT work on the following Unity3D platforms e Flash 2 Setting Up The Unity3D Environment 2 1 Import To install Smooth Moves Open Unity3D Create a new project or open an existing one Open the Asset Store by going to the menu Window gt Asset Store Search for Smooth Moves A A A Purchase by clicking on the Buy button on the left Figure 2 1 Buy CD If you have already purchased but have not downloaded you will see the download button Figure 2 2 Download p 4 Setting Up The Unity3D Environment If you have already purchased and downloaded you will see the import button Figure 2 3 Import import 2 2 Folder Structure Smooth Moves is organized into the following folders under the Smooth Moves root folder Demo This folde
61. s 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 mesh and bone colors Three shortcut buttons exist for setting often used blend settings None Half Half and Full de 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 EJ See the FAQ for more information For more information on color blending please see Color And Lighting E Animation Window 85 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 5 101 Axis ca See Axis Thickness for more information on setting the axis
62. sions 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 80 Animation Editor EJ For more information on box colliders please see the Unity documentation on Box Colliders and Layer Collision Sphere Collider Figure 5 93 Set Sphere Collider Y Is Trigger Layer REE Animation Layer Collider Center 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 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 EJ For more information on sphere colliders please see the Unity documentation on Sphere Colliders and Layer Collision Local Position 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 D Keyframe Properties 81 Figure 5 94 Local Position A
63. t least one draw call we ee ee ee 136 Q Why aren t my sprites dynamically batching o oooooooooccrcorarconarrarcomo 136 Q I have set colors on my bones or keyframes so why is the color not updating when I run the scene 136 Q If I cross fade two animations that switch textures why do the animation textures change Scala Melt ening Se ot cee atin bee ieee one hee a anaes 137 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 WEONES IS EDI A NA AAA AREAS AS ee A 138 Q How can I make a lower resolution animation for older devices without having to create a whole ANACO erre di a didas 138 Q Why do my animations and sprites have artifacts in them gt s eee eee ee ee ee eee 138 11 Guide Version History eee c cree cece c ccc r cece cece cere cece oros ross 141 1 Overview Guide Version 2012 07 09 1 Smooth Moves is a 2D skeletal animation editor What this means is that the Smooth Moves 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 animation
64. t to zero Example 2 e Mesh Color white e Bone Color red blending 0 5f e Keyframe Color white blending 0 118 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 119 Figure 7 5 Ex3 COLOR FINAL gt A MESH COLOR COLOR 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 blending is set to one Example 4 e Mesh Color white e Bone Color red blending 0 5f e Keyframe Color blue blending 0 5f 120 Color And Lighting Figure 7 6 Ex4 FINAL DM maa NA Result 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 Lighting 121 7 2 Lighting Smooth Moves animation meshes have normals embedded in them so you can light them just like you would a 3D mesh b In order to have a mesh be lit you must be using a shader that can process light By default Smooth
65. te an Atlas 9 You can also create an atlas asset from the Unity menu at the top by going to Smooth Moves gt Create Asset gt Texture Atlas Data Figure 3 3 Create Atlas From Menu En AA Terrain Smooth Moves Window Help Windows Create GameObject gt Create Asset Texture Atlas Data ON 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 here Figure 3 4 Rename Atlas Data b pili bal _ 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 10 Atlas Editor e Texture The atlas data file will contain all the necessary information for Smooth Moves 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 The texture file is the actual texture atlas which will contain all your source textures packed into a single file 3 3 Atlas Settings Figure 3 5 Atlas Settings Padding EA Rebuild Atlas Max Atlas Size Size 1024 Force Square Padding This 1s the amount of pixels between each of your source textures in the fin
66. ted with a white ring You will also see its tangent handles 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 Sections 105 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 just speed up the FPS 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 Add Points On button is toggled on in the upper right corner of the editor Figure 6 10 Add Points On 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 1s already
67. time so they are not included in the Smooth Moves package Plugins This folder contains the SmoothMoves_Runtime dll file This file handles the animating of bone animations at runtime You can redistribute the runtime dll with your work EJ See Redistributing Your Work for more information 3 Atlas Editor Atlas Editor Atlas Editor Rebuild Atlas 8 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 optionally 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 Smooth Moves Texture Atlas Data Figure 3 2 Create Atlas Asset Folder Show in Explorer Javascript pon C Script Delete P Bo Script Import New Asset Shader Import Package Prefab Export Package io Find References In Scene da de Select Dependencies eae 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 el Smooth Moves Bone Animation Data Knight me As RK de Crea
68. 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 15 Make Bone the Base Add Bone Delete Bone Rename Bone Select all keyframes in bone A Bone Hierarchy 43 Figure 5 16 Before Bone is Base Root Body Head Helmet Arm S Hand L Weapon Arm R Shield Tunic Leg L Leg R Bounce Figure 5 17 After Bone is Base Bounce Body Head Helmet Arm L Hand L Weapon Arm R Shield Tunic Leg L Leg R 44 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 18 Bone Visible In Editor Figure 5 20 Bone Hidden In Editor Body Head Helmet A Bone Hierarchy 45 Figure 5 21 Bone Hidden In Editor 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
69. u 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 Assets gt Export Package This creates a Unity package that can be imported into another Unity project Import Process 133 9 5 Import Process To bring a package into Unity 1 Go to the Unity menu Assets gt Import Package gt Custom Package 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 IT 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 erratically 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 having to create a whole new animation e Q Why do my animations and sprites have artifacts in them 136 FAQ and Troubleshooting 10 2 Answers Q Why are each of my animations taking at least one draw call A Smooth Moves creates skinned meshes Unity curr
70. ure 4 18 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 Disconnect From Prefab button Figure 4 19 Disconnect From Prefab l Disconnect from Prefab gt Animation Editor Figure 5 1 Animation Editor Settings Animation Local Position 3 414637 VS 232 7561 2 Key Local Rotation TN 177 4957 pai Local Scale o Scale Ke o Scale Y Key wcale Z Ke Im age Scale No Image Scale X Key No Image Scale Y Key Bone Hierarch Root Bounce Body Head Helmet Arm R Shield Hand L SmoothMoves Animation Editor 7 O Mo Layer 10 Meas 100 SERRE OREESO p Animation Clips Y a 4 Stand Walk Blink New Clip New Clip 2 New Clip 3 New Clip 4 New Clip 5 New Clip 6 x 34 Animation Editor 5 1 Overview The Animation Editor is where you will create your animations Smooth Moves 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 Smooth Moves Bone Animation Data Figure 5 2 Create Bone Animation Data Asset Through Project Context Menu N Create Fo
71. 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 112 Animation Curve Editor 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 6 3 Adjusting Animation Curve While Previewing 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 changes 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 Smooth Moves 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 Update Colors setting in your scene bone animations to true EJ See FAQ for more information on updating colors Update Colors 1s 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 114 Color And Lighting Figure 7 1 Update Colors 0 Inspector
72. ward in time To insert a column of frames right click on the timeline s frame header section and select Insert Column of C Timeline 65 Frames Figure 5 60 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 Deleting Frames You can also shift keyframes backward to the left by deleting frames The number of frames shifted will be the number of frames selected Figure 5 61 Before Delete Frames e 66 Animation Editor You can also delete an entire column of frames shifting keyframes backward in every bone within an animation clip Figure 5 63 Delete Column of Frames Set Blank Keyframes for Column Delete All Keyframes in Column Duplicate Previous Keyframes in Column Duplicate First Keyframes in Column In f Fr 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 64 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 C Timeline 67 Figure 5 65 Shifting Keyframes To drop the keyframes just release the mouse button Figure

Download Pdf Manuals

image

Related Search

Related Contents

Tristar GR-2130 barbecue  TELEVISOR A COLORES MANUAL DE SERVICIO  LaCie 2TB Wireless Space  ASUS VivoTab CZ7493 User's Manual    Trisa Electronics Perfect Toast  リーフレットはこちら  Untitled - Nexus Marine    Adaptador de Programación Local LCL  

Copyright © All rights reserved.
DMCA: DMCA_mwitty#outlook.com.