Editor ModesποΈ
The Motorica Studio Editor organizes its various features into so-called editor modes. The idea of editor modes is to help structure your creative workflow by exposing only the necessary tools for a given task at a time.
Locate this dropdown in the Motorica Studio Editor to switch between editor modes:
Keyframe ModeποΈ
This mode lets you keyframe custom paths for which you can generate character animations. This is especially useful if you have loaded a custom level and want your character to move around objects in your scene.
TimelineποΈ
Used to keyframe the location and rotation of your character over time. This is essentially a slightly modified version of the default UE Sequencer.
Warning
Do not add new Animation or Transform tracks to existing Locomotion Actors. This could result in unexpected behavior.
Curve EditorποΈ
Used for fine-grained control over the value and curve (interpolation) of your keyframes. This is default functionality of the UE Sequencer.
Viewport GizmoποΈ
The gizmo is used to move and rotate the character in the scene.
Bug
When rotating the gizmo beyond -180
and 180
, the Yaw / Z-axis value will wrap-around by 180 degrees. This will cause your animation to make a very fast rotation which you msot likely do not want.
Correct the value manually via the Details panel, the Timeline track keyframe value, or the Curve Editor UI.
Preset ModeποΈ
This mode lets you generate animations for parameterized preset paths, without the need for manual keyframing. This is in contrast to Keyframe mode, in which you create the paths yourself by moving the character in the viewport and keyframing its location and rotation in the Timeline.
In Preset Mode, actors are not affected by location and rotation keyframes in the Timeline, because the corresponding Transform tracks are disabled. Switching to Keyframe Mode will re-enable them.
Warning
Do not βLock" or βMuteβ the Transform tracks of any locomotion actor in the Timeline. The plugin automatically handles locking, unlocking, muting, and unmuting the tracks when switching between editor modes.
Locking or muting the Transform tracks yourself can cause issues with generating and previewing the animations.
PresetsποΈ
Preset Mode exposes one primary tool: the Preset Controls panel. The panel has a "Preset Type" dropdown which contains a list of parameterized presets you can choose from. Clicking on any preset will reveal its parameters below the dropdown.
Below is a list of the current presets and what their parameters mean.
Note
Negative values for Speed
and Target Speed
variables will reverse the direction of travel.
- Straight - A character traveling in a straight line along the initial facing direction. It starts at
Speed
m/s and transitions toTarget Speed
m/s at the end -
Diagonal - A character traveling diagonally at 45Β°. It starts at
Speed
m/s and transitions toTarget Speed
m/s at the end.Bug
Currently,
Angle
does not affect the direction angle precisely - it only inverts the direction of diagonal travel. -
Strafe - A character traveling sideways (strafing). It starts at
Speed
m/s and transitions toTarget Speed
m/s at the end. - Turn - A character turning in-place by
Angle
degrees, without traveling in any direction. - Circle - A character walking/running in a circle with a speed of
Speed
m/s and turn angle ofTurn Angle
degrees per second. - RunTurn - A character running forward at
Speed
m/s, and turning byAngle
degrees midway along its path. - StartTurn - A character standing still before it begins traveling at
Speed
m/s in a direction ofAngle
degrees away from its initial facing direction. - StopTurn - A character traveling forward at
Speed
m/s before coming to a full stop and facing a direction ofAngle
degrees away from its initial facing direction. - Constant Speed - A character traveling in a global direction specified by a
Forward
velocity vector (m/s) and aSideways
velocity vector (m/s).Forward
is looking along Y+ andSideways
is looking along X+. The character can also travel along a circular path atRotation
degrees per second. A larger radius can be achieved with a smallerRotation
or largerForward
/Sideways
values.