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move:animation [2014/04/17 04:49] Mistermind |
move:animation [2022/12/23 19:19] FreedTerror |
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Set and test move animations here. | Set and test move animations here. | ||
- | {{: | + | {{ : |
- | {{: | + | |
- | **Animation Clip:** The animation file (Its the file under your imported FBX file structure). | + | ---- |
- | **Wrap Mode:** The animation wrap mode. Only work with if //Animation Flow// is set to // | + | ==== File ==== |
- | **Blending Duration:** Make the transition between the last animation and this move smoother. Setting this value too high may affect the frame data of your move. The default value is 0. | + | **Hitbox Definition Type:** |
+ | *Auto Map: Hitboxes setup in the [[character: | ||
+ | *Custom: | ||
- | **Animation | + | **Animation |
- | **Total Frames:** Upon changing the speed of your animation, UFE will calculate, based on the FPS architecture of this move, how many frames it has. If you are satisfied with the results, click apply. Note: Make sure you work these before working with other frame options as changing these values may affect other frame data. | + | **Custom Hitboxes:** |
+ | *Refresh: | ||
- | **Character Prefab:** Drag your [[character: | + | **Preview Recorded Maps:** |
+ | |||
+ | **Wrap Mode:** The animation wrap mode. Only works if //Animation Flow// is set to // | ||
+ | |||
+ | **Disable Head Look:** If enabled, will disable [[character: | ||
+ | |||
+ | **Apply Root Motion:** If enabled, the animation will have total control of the characters position in the field during its duration. When the animation is over, the engine will automatically re-adjust to new position and realign the Z axis. If you are using Mecanim, make sure you have the proper [[http:// | ||
+ | *Lock X Motion: | ||
+ | *Lock Y Motion: | ||
+ | *Lock Z Motion: | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ==== Speed ==== | ||
+ | |||
+ | **Fixed Speed**: Toggle this option to have a fixed animation speed throughout the entire move. Untoggle it to use speed keyframes. | ||
+ | |||
+ | **Base Speed:** The desired animation speed. Use negative numbers to make the animation play in reverse. | ||
+ | When Fixed Speed is // | ||
+ | |||
+ | **Speed Key Frames:** Changes the animation speed at runtime, altering its frame data properties. | ||
+ | * Casting Frame: The frame in which the speed will change. | ||
+ | * New Speed: The new speed value. | ||
+ | * Frame Window (Aprox.): The amount of frames the animation will have in between this and the next key frame. | ||
+ | |||
+ | **Original Frames:** How many frames the animation is. | ||
+ | |||
+ | **Time (Seconds): | ||
+ | |||
+ | **Total Frames:** Upon changing the speed of your animation (or using speed key frames), UFE will calculate (based on the FPS architecture of this move) how many frames it has. If you are satisfied with the results, click apply. Note: Make sure you set these before working with other frame options as changing these values will affect other frame data. | ||
+ | |||
+ | **Apply:** Applies the total frames count to the move. If you see an asterisk * next to Time and/or Total Frames the Total Frames count has not been applied to the move. You may encounter some strange behavior if you don't apply the Total Frames count to the move. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ==== Blending ==== | ||
+ | **Override Blending (In):** If enabled, this value will override the default blending value set for the character. Setting this value too high may affect the frame data of your move. | ||
+ | |||
+ | **Override Blending (Out):** If enabled, this value will override the default blending value set for the character when the animation ends. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ==== Orientation ==== | ||
+ | Set orientation and mirror settings for the move here. | ||
+ | |||
+ | **Mirror Animation (Left):** When character is on Left side, mirror the animation.\\ | ||
+ | **Rotate Character (Left):** When character is on Left side, rotate the character.\\ | ||
+ | NOTE: Setting both of the above effectively performs the [[global: | ||
+ | |||
+ | **Mirror Animation (Right):** When character is on Right side, mirror the animation.\\ | ||
+ | **Rotate Character (Right):** When character is on Right side, rotate the character.\\ | ||
+ | NOTE: Setting both of the above effectively performs the [[global: | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ==== Preview ==== | ||
+ | {{ : | ||
+ | |||
+ | **Character Prefab:** Drag your [[character: | ||
**Animation Preview:** Preview the move animation as well as its hurtboxes. If you are using Mecanim animation, make sure the prefab has the [[https:// | **Animation Preview:** Preview the move animation as well as its hurtboxes. If you are using Mecanim animation, make sure the prefab has the [[https:// | ||
**Smooth Preview:** Play the animation in smooth motion instead of frame by frame. | **Smooth Preview:** Play the animation in smooth motion instead of frame by frame. | ||
+ | |||
+ | **Animation Time:** Displays the current time in seconds and percentage of completion of the animation. | ||
+ | |||
+ | **Frame:** Displays the current frame of the animation. | ||
+ | |||
+ | **Current Speed:** Displays the current speed of the animation. | ||
+ | |||
+ | **Notes:** | ||
+ | * Make sure the prefab' | ||
---- | ---- | ||
Code example: | Code example: | ||
- | <code c#>void OnHit(HitBox strokeHitBox, | + | <code c#>void OnHit(HitBox strokeHitBox, |
Debug.Log(" | Debug.Log(" | ||
Debug.Log(" | Debug.Log(" |