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character:movesets [2015/05/15 04:32] Mistermind |
character:movesets [2023/07/29 12:51] (current) FreedTerror |
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- | ====== Moves (Move Sets) ====== | + | ======= Moves (Move Sets) ======= |
Set your animations, stances and moves here, as well as how hard (or easy) special moves from this character are to execute. | Set your animations, stances and moves here, as well as how hard (or easy) special moves from this character are to execute. | ||
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**Animation Type:** | **Animation Type:** | ||
* Legacy: Tells UFE to read the animations from this character as //Legacy//. | * Legacy: Tells UFE to read the animations from this character as //Legacy//. | ||
- | * Mecanim: Tells UFE to read the animations from this character as // | + | * Mecanim |
+ | * Mecanim 2D: Tells UFE the character is 2D (uses [[https:// | ||
**Avatar:** If Mecanim was selected, drag the character' | **Avatar:** If Mecanim was selected, drag the character' | ||
**Animation Control:** Tell the engine which animation control it should use. | **Animation Control:** Tell the engine which animation control it should use. | ||
- | * UFE Engine: The animation flow is fully controlled by UFE's own Update cycles. Due to limitations on the Unity engine, | + | * UFE Engine: The animation flow is fully controlled by UFE's own Update cycles. Due to limitations on the Unity engine, |
- | * Unity Engine: The animation flow is controlled by Unity' | + | * Unity Engine: The animation flow is controlled by Unity' |
+ | **Normalize Animation Frames:** Stabilizes 2D animation frames by fixing frame offsets while manually controlling the animator component (UFE Engine) | ||
+ | |||
+ | **Use Animation Maps:** Toggle this option if you are using the auto-maps and animation mapper for online play ([[https:// | ||
---- | ---- | ||
- | ===== Combat Stances ===== | + | ====== Combat Stances |
Each character can have one or several move sets, all classified by a combat stance. | Each character can have one or several move sets, all classified by a combat stance. | ||
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**Cinematic Intro:** (Optional, **PRO** and **SOURCE** only) a special move designed with just an intro animation and cinematics. UFE will check if you have this and play it at the beginning of each game. Check the example provided at '' | **Cinematic Intro:** (Optional, **PRO** and **SOURCE** only) a special move designed with just an intro animation and cinematics. UFE will check if you have this and play it at the beginning of each game. Check the example provided at '' | ||
+ | |||
+ | **Round Won:** Plays this move when the round is won. | ||
+ | |||
+ | **Time Out:** Plays this move when a timeout happens. | ||
**Cinematic Outro:** (Optional, **PRO** and **SOURCE** only) a special move designed with just an outro animation and cinematics. UFE will check if you have this and play it at the end of each game if this character wins. Check the example provided at '' | **Cinematic Outro:** (Optional, **PRO** and **SOURCE** only) a special move designed with just an outro animation and cinematics. UFE will check if you have this and play it at the end of each game if this character wins. Check the example provided at '' | ||
---- | ---- | ||
- | ==== Basic Moves ==== | + | ===== Basic Moves ===== |
Set the basic animations and sounds for your character, as well as any particular effect you want to add during these events. | Set the basic animations and sounds for your character, as well as any particular effect you want to add during these events. | ||
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---- | ---- | ||
- | {{ : | + | {{ : |
- | === Basic Information === | + | ==== Basic Information |
**Animation Clip:** The animation clip related to this move. Animation files are normally located under the file structure of an //FBX// file, or just as a single //.anim// file. | **Animation Clip:** The animation clip related to this move. Animation files are normally located under the file structure of an //FBX// file, or just as a single //.anim// file. | ||
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* Off Set (relative): The position (relative to the body part) this particle will appear when this move plays. | * Off Set (relative): The position (relative to the body part) this particle will appear when this move plays. | ||
- | **Sound Effect:** A custom sound that can be played | + | **Possible |
**Continuous Sound:** Should the selected sound effect keep playing while this move is in motion? | **Continuous Sound:** Should the selected sound effect keep playing while this move is in motion? | ||
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---- | ---- | ||
- | {{ :character:character_basicmove1.png|}} | + | {{ :character:character_basicmoves_basics.jpg?nolink|}} |
- | === Specifics === | + | ==== Specifics |
- | **Idle** | + | **Standard Animations**: Used when character is not moving (Idle), moving back and forward, and crouching (if your game uses it). When choosing the Idle you can also set its resting animations: |
* Resting Clips (1-5): When character isn't moving, you can have certain animations play at random. | * Resting Clips (1-5): When character isn't moving, you can have certain animations play at random. | ||
* Resting Interval (seconds): Every interval cycle the engine will attempt to play one of the resting clips from above. If the randomly selected slot has no clip, it won't play anything. Example: If you want a clip to run every 6 seconds with 100% consistency, | * Resting Interval (seconds): Every interval cycle the engine will attempt to play one of the resting clips from above. If the randomly selected slot has no clip, it won't play anything. Example: If you want a clip to run every 6 seconds with 100% consistency, | ||
- | **Jump Animations** | + | **Jump Animations**: These animations trigger when the character // |
- | * Auto Speed: If toggled the engine will attempt to synchronize the height of the jump with the animation length so both can end at the correct time to link with its next animation. Untoggle to adjust how your animation should play out. | + | * If '' |
- | * //Take Off// and // | + | * '' |
- | **Block Animations** | + | **Fall Animations**: These animations trigger when the character is //falling// from a jump. |
- | * Auto Speed: If toggled the engine will use the [[move: | + | * If '' |
+ | * '' | ||
- | **Parry Animations** | + | **Block Animations**: Triggered when the character [[global: |
- | * Auto Speed: If toggled | + | * '' |
+ | * '' | ||
+ | * If '' | ||
- | **Hit Animations** | + | **Parry Animations**: |
- | * Hit Variation Clips: Triggers | + | * '' |
- | * Auto Speed: If toggled the engine will use the [[move:activeframes|hit stun]] applied | + | * If '' |
- | **Down** | + | **Hit Reactions**: Triggers when the character gets hit. |
- | * It's important that the WrapMode | + | * '' |
+ | * For //regular// standing and crouching attacks you can set different clips based on the Move's [[move: | ||
+ | * Launcher animations are triggered when the character | ||
+ | * Knockdown animations knocks | ||
+ | * If '' | ||
- | **Ground Bounce** | + | **Stage Reactions**: Triggers when the character getting hit // |
+ | * You must have the respective bounce options under [[global: | ||
* Unlike Air Hit, Ground Bounce does not operate using the auto-speed algorithm. Use WrapMode on //Clamp Forever// so the character stays in a single air pose. | * Unlike Air Hit, Ground Bounce does not operate using the auto-speed algorithm. Use WrapMode on //Clamp Forever// so the character stays in a single air pose. | ||
+ | * To adjust a stage reaction of your move go to [[move: | ||
+ | * Untoggle '' | ||
- | **Falling | + | **Fall Down Reactions**: |
+ | * The '' | ||
+ | * In certain animations you can set a '' | ||
+ | | ||
+ | | ||
* Use //Auto Speed// to get the animation to follow the height path or have it end in a single pose with WrapMode set to //Clamp Forever//. | * Use //Auto Speed// to get the animation to follow the height path or have it end in a single pose with WrapMode set to //Clamp Forever//. | ||
- | **Stand Up** | + | **Stand Up Animations**: Triggered after the knockdown timer runs out (Adjustable |
- | * The time between knockdowns and stand up animations are set under [[global: | + | * The '' |
- | * //Default | + | |
* All // | * All // | ||
- | * If one of the //stand up// animations is requested but isn't set, Default Clip will be called. | ||
**Notes:** | **Notes:** | ||
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* None of the //Block// moves are required if you don't have [[global: | * None of the //Block// moves are required if you don't have [[global: | ||
* //Bounce// and //Falling From Bounce// animations are not required if you don't have bounce enabled in your game. | * //Bounce// and //Falling From Bounce// animations are not required if you don't have bounce enabled in your game. | ||
- | * Some animations allow you to hide the hitboxes. Can be useful if you want certain animations to leave the character invincible during a certain state. | + | * Some animations allow you to hide the hitboxes. Can be useful if you want certain animations to leave the character invincible during a certain state. A good example is having '' |
---- | ---- | ||
- | ==== Attack & Special Moves ==== | + | ===== Attack & Special Moves ===== |
After creating a [[move: | After creating a [[move: | ||
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**Notes:** | **Notes:** | ||
- | * Moving a move file up/down with the panel options has no effect on priority of moves. | + | * Moving a move file up/down with the panel options has no effect on priority of moves. |
+ | * You can find several move samples under '' | ||
- | As a reference, the moves from Mike are located at '' | ||
- | |||
- | ---- | ||
Code access: | Code access: | ||
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---- | ---- | ||
+ | ===== Stances ===== | ||
+ | {{ : | ||
+ | **Stances (Preloaded): | ||
+ | * The stance file will always be loaded into memory. | ||
+ | * Loading times will likely increase when using this. | ||
+ | **Stances (Resource): | ||
+ | * The stance file will be loaded from a Resources folder. | ||
+ | * Loading times will likely decrease when using this. | ||
[[character: | [[character: |