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- title: Animation Rigging Samples
- sections:
- - heading: Constraint Samples
- text: "This project contains simple samples of each constraint. The scenes can
- be found the Project > Unity > ConstraintSamples > Scenes folder. The following
- sections provide details on each scene. For a detailed explanation of each
- constraint, refer to the documentation links below, or the help icon on each
- constraint component. In these scenes, all constraints can be found in the
- hierarchy under the root > rig GameObject. To see the \u201Csource\u201D animations
- (without the rig/constraints), simply set the \u201Crig\u201D weight in the
- Rig Builder component to \u201C0\u201D (zero) and Preview the animation in
- the Animation window. To see the result of the rig/constraints, make sure the
- \u201Crig\u201D weight is set to \u201C1\u201D (one), then activate Preview
- in the Animation window or hit the Editor Play button for a runtime preview."
- linkText: Documentation
- url: https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.0?preview=1&subfolder=/manual/index.html
- - heading: 2BoneIK scene
- text: "This scene contains an example of a TwoBoneIK constraint setup. The TwoBoneIK
- constraint is used to animate two bones using IK. The rig in this sample uses
- two TwoBoneIK constraints with effectors & hints to animate the legs of a character.
- Hint effectors are optional and can ignored for a simplified setup. In this
- example, we decided to parent the hint effectors child of the IK effectors,
- but this is a user choice and can be done differently, depending on the animator\u2019s
- needs."
- linkText: twoBoneIK constraint
- url: https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.0?preview=1&subfolder=/manual/constraints/TwoBoneIKConstraint.html
- - heading: Aim scene
- text: "This scene contains an example of the Aim constraint. The aim constraint
- is used to orient one GameObject to look-at or aim another GameObject/target.
- In this scene, we used two aim constraints; one for the head, and one for the
- gun. The head of the character always looks at the animated target while the
- shoulder gun activates itself, then aims the same animated target. The character
- controller has two layers; \u201CBase Layer\u201D & \u201Cgun\u201D layer.
- The Base Layer contains the idle & walk clips, while the gun layer contains
- the gunUp & gunFire clips. Since the animated \u201Ctarget\u201D GameObject
- has its own Animator, previewing the character animation clip in the Animation
- Window will have an active aim, but the target will be static. The Animator
- controller contains multiple clips, so make sure to select the desired clip
- (ex: gunUp) in the Animation Window pull-down list of clips when previewing.
- Hit the Editor Play button for a runtime preview of the entire sequence with
- the animated aim target."
- linkText: aim constraint
- url: https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.0?preview=1&subfolder=/manual/constraints/MultiAimConstraint.html
- - heading: Blend scene
- text: "This scene contains a very simple example of the Blend constraint. The
- blend constraint can be used in manny ways, but basically blends two transforms
- based on weights, much like a mixer. In this example, Cube \u201CA\u201D is
- animated in Position Y. Cube \u201CB\u201D is animated in Rotation Y. Cube
- \u201CAB\u201D is constrained to 50% of cube A\u2019s position, and 50% of
- cube B\u2019s rotation. Cube \u201CAB\u201D therefore moves & rotates to half
- of the two source animations."
- linkText: blend constraint
- url: https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.0?preview=1&subfolder=/manual/constraints/BlendConstraint.html
- - heading: ChainIK scene
- text: "This scene contains an example of the ChainIK constraint. The chainIK
- constraint is used to animate an IK chain with more than two bones. In this
- scene, we used the chainIK constraint to animate the scorpion\u2019s tail and
- attack move. Everything else is animated in FK (scorpion\u2019s arms, legs
- & target). Since the animated \u201Ctarget\u201D GameObject has its own Animator,
- previewing the scorpion\u2019s animation clip in the Animation Window will
- apply the chainIK constraint, but will not play the \u201Ctarget\u201D GameObject\u2019s
- animation (static target). Hit the Editor Play button for a runtime preview
- of both animations (scorpion & target GameObject)."
- linkText: chainIK constraint
- url: https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.0?preview=1&subfolder=/manual/constraints/ChainIKConstraint.html
- - heading: Damp scene
- text: "This scene contains an example of the Damp constraint. The damp constraint
- is used to create a lag or delayed effect of one GameObject\u2019s position
- and/or rotation transform and apply it to another GameObject. In this scene,
- there are 8 cubes parented one after the other with a small position offset
- and size difference. There is one damp constraint for each cube, so 8 damp
- constraints each damping the next cube in the hierarchy. The \u201CMRoot\u201D
- GameObject is the only animated GameObject in this scene. All other cubes are
- animated through the damp constraints."
- linkText: damp constraint
- url: https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.0?preview=1&subfolder=/manual/constraints/DampedTransform.html
- - heading: mParent scene
- text: "This scene contains an example of a Multi-Parent constraint. The mParent
- constraint simulates a hierarchal parent, without affecting the actually hierarchy.
- This is often referred to as a virtual parent. A given GameObject can have
- multiple parents, that can be weighted in or out as desired. In this scene,
- we used the mParent constraint for a character prop, in this case a sword.
- We used three sources (potential targets for the sword prop); ground, hand
- & back of the character. The source weights for the mParent constraint are
- animated through Animation Events in the animation clip, that call the MParent
- script on the \u201Croot\u201D GameObject. This means that the mParent constraint
- sources will not be animated during the Animation Window Preview of a clip.
- You can optionally change the source weight values manually to see the effect
- on the sword prop in the Animation Window Preview. You also have multiple clips
- in the Animator controller to choose from, use the clip pull-down list in the
- Animation Window to select the desired clip. Hit the Editor Play button for
- a runtime preview of the animation sequence with the animated mParent constraint."
- linkText: mParent constraint
- url: https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.0?preview=1&subfolder=/manual/constraints/MultiParentConstraint.html
- - heading: mPosition scene
- text: "This scene contains an example of the Multi-Position constraint. The mPosition
- constraint allows you to constrain the position of one GameObject to another
- or multiple other GameObjects. In this example, we used this constraint to
- automatically manage the height of the hips of the character. The feet effectors
- animate the legs & feet, and the hips (hipsPivot GameObject) of the character
- is only animated in rotation. The mPosition constraint uses the two feet effectors
- as sources with a Y position offset for the hips. The result is a movement
- of the hips based on the feet position, lowering the hips of the character
- when they are far apart and moving the hips up as the feet get closer together.
- Note that in the \u201Crig\u201D hierarchy, the mPosition constraint (MPos)
- is evaluated before the twoBoneIK constraints (ik) in order to obtain the desired
- result."
- linkText: mPosition constraint
- url: https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.0?preview=1&subfolder=/manual/constraints/MultiPositionConstraint.html
- - heading: mRef scene
- text: "This scene contains an example of the Multi-Referential constraint. The
- mReferential constraint allows you to create multiple pivots or anchor points
- for a given GameObject. A foot rig with ankle, heal, toe & toe tip pivots is
- a good example of this. In this scene, we\u2019ve created a simple example
- using a prop with multiple pivot points, in this case a sword. The first part
- of the animation is driven by the handgrip pivot (initial sword swing), the
- second part by the middle pivot (as the sword hits and rotates around the cylinder),
- and the last part by the sword tip pivot (as the sword lands and rotates around
- the sword\u2019s tip). The mReferential constraint changes the driving pivot/GameObject
- as the animation plays. Note that there is presently a limitation with \u201CPreview\u201D
- mode where offsets are not updated when changing the Driving GameObject, and
- will cause the GameObject to move. Offsets are updated as expected (GameObject
- does not move) when changing the Driving GameObject at runtime."
- linkText: mReferential constraint
- url: https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.0?preview=1&subfolder=/manual/constraints/MultiReferentialConstraint.html
- - heading: mRotation scene
- text: "This scene contains an example of the Multi-Rotation constraint. The mRotation
- constraint allows you to constrain the rotation of one GameObject to another
- or multiple other GameObjects. In this scene, we used this constraint to distribute
- the head rotation to the neck & spine of the character. The Animator controller
- has two layers; \u201CBase Layer\u201D has an Idle clip, and \u201CLookAround\u201D
- layer has a LookAround clip. Only the head rotation is animated in the LookAround
- clip. The 3 mRotation constraints each take a different percentage of the head
- rotation, and applies it in a distributed manner down the spine of the character,
- giving him a more natural twist. Make sure to select the \u201CAnim_LookAround\u201D
- clip in the Animation window in order to preview this animation."
- linkText: mRotation constraint
- url: https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.0?preview=1&subfolder=/manual/constraints/MultiRotationConstraint.html
- - heading: Override scene
- text: "This scene contains an example of the Override constraint. The override
- constraint is very special and can be used in many different ways. It can set
- a static local or global offset, as well as additive animation when using the
- \u201CPivot\u201D mode. Here, we animated a copy of the character\u2019s spine
- transforms and applied it as an additive offset to the existing walk animation.
- The controller uses two layers; the Base Layer for the walk animation, and
- the Offsets layer for the duplicate spine animation. The four override constraints
- additively mix the animation from the \u201Cwalk\u201D clip with the animation
- in the \u201CAnim_Offsets\u201D clip. The result is a mix of the walk animation,
- and the upper body offset animation (Anim_Offsets clip)."
- linkText: override constraint
- url: https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.0?preview=1&subfolder=/manual/constraints/OverrideTransform.html
- - heading: TwistChain scene
- text: "This scene contains an example of the TwistChain constraint. The TwistChain
- constraint allows you to constrain the rotation of chain of GameObjects using
- root and tip effectors. This can be used for the spine or neck of a character,
- and even chained so that the spine tip effector is also the neck root effector.
- In this simple sample scene, we use the TwistChain to animate a chain of cubes.
- Only the root and tip effectors are animated. It\u2019s important to note that
- you can also modify the curvature of the resulting solve by changing the TwistChain\u2019s
- Curve property (linear by default). To edit this, click on the root > rig >
- TwistChain GameObject, click the Curve property of the TwistChain constraint,
- and select another curve preset (ex: ease-in)."
- linkText: twist chain constraint
- url: https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.0?preview=1&subfolder=/manual/constraints/TwistChainConstraint.html
- - heading: TwistCorrection scene
- text: This scene contains a simplified example of the Twist Correction constraint.
- The twist correction constraint is used to distribute the roll of a rotation
- from one GameObject onto other GameObjects. This is most often used on bones
- of the arms & legs of a character to avoid the pinching effect of a deformed
- mesh when rotating the hands & feet for example. Although this sample scene
- does not use a deformed mesh, it demonstrates the twist distribution across
- multiple roll bones. In this scene, only the hand is animated. When the hand
- rotates, the twist bones roll to a defined percentage of the hand rotation
- (in this case 0.8 & 0.65).
- linkText: twist correction constraint
- url: https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.0?preview=1&subfolder=/manual/constraints/TwistCorrection.html
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