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move:animation [2015/05/15 02:03] Mistermind |
move:animation [2022/12/23 19:07] FreedTerror |
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Set and test move animations here. | Set and test move animations here. | ||
- | {{:move:move_animation2.png? | + | {{ :move:move_animation.png?nolink |}} |
- | \\ | + | |
- | {{:move:move_animation_preview.jpg? | + | |
- | \\ | + | ---- |
+ | |||
+ | ==== File ==== | ||
+ | |||
+ | **Hitbox Definition Type:** | ||
+ | *Auto Map: | ||
+ | *Custom: | ||
**Animation Clip:** The animation file (it's the file under your imported FBX file structure). | **Animation Clip:** The animation file (it's the file under your imported FBX file structure). | ||
+ | |||
+ | **Custom Hitboxes:** | ||
+ | |||
+ | **Preview Recorded Maps:** | ||
**Wrap Mode:** The animation wrap mode. Only works if //Animation Flow// is set to // | **Wrap Mode:** The animation wrap mode. Only works if //Animation Flow// is set to // | ||
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**Disable Head Look:** If enabled, will disable [[character: | **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. | + | **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://docs.unity3d.com/Manual/RootMotion.html|animation setup]]. |
- | * Root Motion Node: If a body part is selected, after the animation ends the engine will attempt to force the character' | + | *Lock X Motion: |
- | * Force Grounded: If toggled the character will automatically be brought back grounded on //Standing// state. | + | *Lock Y Motion: |
+ | *Lock Z Motion: | ||
+ | ---- | ||
- | **Animation | + | ==== Speed ==== |
- | **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 set these before working with other frame options as changing these values will affect other frame data. | + | **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 | ||
---- | ---- | ||
+ | |||
==== Blending ==== | ==== 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 (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. | ||
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---- | ---- | ||
+ | |||
==== Orientation ==== | ==== Orientation ==== | ||
Set orientation and mirror settings for the move here. | Set orientation and mirror settings for the move here. | ||
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---- | ---- | ||
+ | |||
==== Preview ==== | ==== Preview ==== | ||
+ | {{ : | ||
+ | |||
**Character Prefab:** Drag your [[character: | **Character Prefab:** Drag your [[character: | ||
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**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:** | **Notes:** | ||
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---- | ---- | ||
Code example: | Code example: | ||
- | <code c#>void OnHit(HitBox strokeHitBox, | + | <code c#>void OnHit(HitBox strokeHitBox, |
Debug.Log(" | Debug.Log(" | ||
Debug.Log(" | Debug.Log(" |