Curves and Warp Phases
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.
This asset contains all properties that configure the warping process.

Curves are properly extracted!
Example: In the JumpOver animation, this value is 3 because we have 3 target points: close edge, far edge, and landing point.


- 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.
Additional Properties
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.