Docs / Range of Motion

Range of Motion

Generate a test animation that moves chosen bones through their limits, so you can judge deformation while you paint.

Open it

In the Skeletal Mesh Editor's tool palette, choose the Laminus tab, then Range of Motion.

Range of Motion tool with both hip bones selected, rotation limits, symmetry and timing controls, and an animation preview in the viewport
Configure bone ranges and timing, then preview the test animation on the mesh.Select image to view full size ↗

Bones and ranges

Add the bones to test. Each can rotate around X (Roll), Y (Pitch) and Z (Yaw). Apply Settings copies one set of axes and limits to all or selected bones: −45° to 45° on every enabled axis by default, or separate ranges per axis.

Timing

Keyframe interval
1.0 s. Time from the neutral pose to an extreme.
Pose hold
0.5 s. How long each extreme is held.
Unposed gap
0.5 s. The neutral hold between movements.
Frame rate
30 fps, from 10 to 120.
Smooth interpolation
On by default. Eases in and out between keys instead of moving linearly.

Symmetry

Symmetry Mode is on by default. When both bones of a left/right pair are in the list, they animate together, paired with the same name rules Paint Skin Layers uses for mirroring.

The animation asset

Choose a target Animation Sequence, or create a new one. With Preview In Viewport on, the animation plays on the mesh as soon as it is generated.