Motion Warping Asset
In this section, you will learn how to properly set up your animations.
Last updated
In this section, you will learn how to properly set up your animations.
Last updated
This plugin uses Motion Warping Assets to control how the animation will be warped in runtime. To create a new Motion Warping Asset, make sure to: Right click -> Create -> MotionWarping -> MotionWarpingAsset.
Now we need to select the animation we want to warp. Let's use a JumpOver clip as an example. Then, press the "Extract Curves" button. It will generate the root motion curves from the clip:
Tip: you can modify these curves manually if your animation does not contain keyframes for the root.
The next step is to tell the system what parts of the animation we want to warp. To do this, we need to set the Phases Amount to the number of parts we want to warp.
Example: In the JumpOver animation, this value is 3 because we have 3 target points: close edge, far edge, and landing point.
After that, hit the "Generate Phases" button:
Tip: it is possible to drag and resize Warp Phases, by hovering over the green bars and their edges.
For every green segment, there is an element in the Warp Phases list. Let's see what properties the phases have:
T Offset: translation offset for the target point.
R Offset: rotation offset for the target point.
Start Time: animation start time for this segment.
End Time: animation end time for this segment.
Min Rate: minimum allowed playrate.
Max Rate: maximum allowed playrate.
Total Root Motion: the final distance for each axis.
Tip: close and open up the asset again to generate the total root motion!
For fine-tuning, Motion Warping Asset offers additional functionality to control the warping process:
Use Linear: whether to use linear interpolation for the selected axes.
Use Animation: whether to play animation on top of warping adjustments; keep this on for all axes, unless animation is not required.
Use Warping: whether to warp the selected axes.
Use Collision: whether to use native (CharacterController or Rigidbody) collision when warping. For example: if we want to warp the sword attack animation, we can enable the collision, so the character will react to the environment.
At this point, our Motion Warping Asset is ready. Next, we are going to learn about the main component of the system.