Answered

Can you optimise curves by using vectors?

Marie 2 weeks ago updated by Peter - Soxware Developer 2 weeks ago 1

Hi again! 

Is i possible to optimise the curves by using vectors instead (automatically)? When importing animations each step of the curve is automatically keyed, but it would be a lot easier to work with if it was possible to automatically make it into a vector curve - similar to 3D software. Is this possible?

UMotion Version:
Unity Version:

Answer

Answer
Answered

Hi Marie,
thank you very much for your support request.

UMotion uses hermite curves (just like Unity does) for interpolation between keys. If there are keys on each frame then this is either because the source animation had keys on each frame or because UMotion had to re-sample the curve on import (this is the case when importing a humanoid animation as the animation has to be re-targeted first).

When modifying these animations you can either use an additive animation layer to add modifications on top of the existing keys (with no need to touch the existing keys) or you can delete a bunch of existing keys and insert your own (or work with the curve/tangents in between).

Please let me know in case you have any follow-up questions.

Best regards,
Peter

Answer
Answered

Hi Marie,
thank you very much for your support request.

UMotion uses hermite curves (just like Unity does) for interpolation between keys. If there are keys on each frame then this is either because the source animation had keys on each frame or because UMotion had to re-sample the curve on import (this is the case when importing a humanoid animation as the animation has to be re-targeted first).

When modifying these animations you can either use an additive animation layer to add modifications on top of the existing keys (with no need to touch the existing keys) or you can delete a bunch of existing keys and insert your own (or work with the curve/tangents in between).

Please let me know in case you have any follow-up questions.

Best regards,
Peter