User Tools

Site Tools


move:animation

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
move:animation [2016/01/18 01:11]
Mistermind
move:animation [2022/12/24 04:21] (current)
FreedTerror
Line 7: Line 7:
 ---- ----
  
-====== File ======+==== File ==== 
 + 
 +**Hitbox Definition Type:** 
 +  *Auto Map: Hit Boxes setup in the [[character:hitbox|Hit Box Setup]] will be used. 
 +  *Custom: Hit Boxes setup in a Custom Hit Boxes file will be used.
  
 **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:**
 +  *Refresh: Applies the total frames count to the move. Use this if you make changes to your animation clip.
 +
 +**Preview Recorded Maps:** Preview the hit box locations that the [[http://www.ufe3d.com/doku.php/global:netcode|Map Recorder]] has set up.
  
 **Wrap Mode:** The animation wrap mode. Only works if //Animation Flow// is set to //Smoother// in the [[global:advanced|advanced options]] menu. **Wrap Mode:** The animation wrap mode. Only works if //Animation Flow// is set to //Smoother// in the [[global:advanced|advanced options]] menu.
Line 16: Line 25:
  
 **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]]. **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]].
- +  *Lock X Motion: 
-  * Root Motion NodeIf a body part is selected, after the animation ends the engine will attempt to force the character's position to the location of that part. +  *Lock Y Motion: 
-  * Force GroundedIf toggled the character will automatically be brought back grounded on //Standing// state.+  *Lock Z Motion:
  
 ---- ----
  
-====== Speed ======+==== Speed ====
  
-**Fixed Speed**: Toggle this option to have a fixed animation speed throughout the entire move.+**Fixed Speed**: Toggle this option to have a fixed animation speed throughout the entire move. Untoggle it to use speed keyframes.
  
-**Default Speed:** The desired animation speed. Use negative numbers to make the animation play in reverse.+**Base Speed:** The desired animation speed. Use negative numbers to make the animation play in reverse.
 When Fixed Speed is //disabled//, this the //initial// animation speed used in the keyframe timeline. When Fixed Speed is //disabled//, this the //initial// animation speed used in the keyframe timeline.
  
Line 34: Line 43:
   * Frame Window (Aprox.): The amount of frames the animation will have in between this and the next key frame.   * Frame Window (Aprox.): The amount of frames the animation will have in between this and the next key frame.
  
-**Animation Speed:** The slider allows you to tune the speed of your animation, being negative or positive, while the blue bar shows how fast that animation will play out in the endNegative speed will make your animation play in reverse.+**Original Frames:** How many frames the animation is. 
 + 
 +**Time (Seconds):** How long the animation is in 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. **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. 
  
 ---- ----
Line 68: Line 81:
  
 **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.
 +
 +**Reset Scene View:** Sets the editor camera's settings to the animation preview settings. You will notice a position change if you changed the editor camera's position.
 +
 +**Close Preview:** Destroys the character prefab and closes the animation preview options.
  
 **Notes:** **Notes:**
Line 74: Line 97:
 ---- ----
 Code example: Code example:
-<code c#>void OnHit(HitBox strokeHitBox, MoveInfo move, CharacterInfo hitter){+<code c#>void OnHit(HitBox strokeHitBox, MoveInfo move, ControlsScript hitter){
  Debug.Log("This move has a total of " + move.totalframes + " frames");  Debug.Log("This move has a total of " + move.totalframes + " frames");
  Debug.Log("Startup frames: " + move.startupFrames);  Debug.Log("Startup frames: " + move.startupFrames);
move/animation.1453097466.txt.gz · Last modified: 2016/01/18 01:11 by Mistermind