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move:cinematics [2013/12/11 20:26]
Mistermind
move:cinematics [2018/08/21 04:01]
Mistermind [Cinematic Type: Prefab]
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 ====== Cinematics ====== ====== Cinematics ======
-//Cinematic Moves// in a 2.5D fighting game was first introduced by 2008'Street Fighter 4. It refers to taking advantage of the 3D engine by moving the camera to different angles during a move or camera shot.+//Cinematic Moves// in a 2.5D fighting game was first introduced in 2008 with the Street Fighter 4 series. It refers to taking advantage of the 3D engine by moving the camera to different angles during a move for dramatic camera shot. This feature is only available in the **PRO** and **SOURCE** versions of UFE.
  
 {{:move:move_cinematic_example1.jpg?nolink|}} {{:move:move_cinematic_example1.jpg?nolink|}}
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 {{:move:move_cinematic_example4.jpg?nolink|}} {{:move:move_cinematic_example4.jpg?nolink|}}
  
-UFE currently offers this option as a pre-hit cinematic. Soon more options will be added to this feature including hit confirms and grappling.+---- 
 +===== Casting Options ===== 
 +**Casting Frame:** When during the move the cinematic should begin.
  
-{{ :move:move_cinematic.jpg?nolink|}} +**Cinematic Type:** Select from //Camera Editor//, //Animation File// or //Prefab//.
-**Casting Frame:** When during the move the cinematic begin.+
  
-**Duration (seconds):** How long should the the camera control be on screen before returning to normal state.+**Character Animation Speed (%):** The character's animation speed during this cinematic.
  
-**Freeze Animation:** Should the animation freeze while the cinematic is active? Disable this if you want your character to say something or move to a new pose while the game is frozen during cinematic.+**Opponent Animation Speed (%):** The opponent'animation speed during this cinematic.
  
-**Freeze Game:** Toggle rather or not you want the entire game to freeze during cinematic. Even though the game "freezes", UFE is configured to have all animations still move in a very slow speed (.005 of regular speed) during cinematic to create a dramatic effectThis can be changed in ''./Scripts/ControlsScript.cs'' (Pro Source Only)+**Freeze Physics:** If enabled, UFE will not perform Physics operations during this cinematic.  Use this if you don't want physics calculated during this cinematic.
  
-The options below refer to where and how you want your camera to end its move. A Key frame, if you will.+(Camera Editor or Prefab)\\ 
 +**Duration (seconds):** Duration of this cinematic before the returning camera control back to the game.
  
-**Field of View:** The target field of view.+---- 
 +==== Cinematic Type: Camera Editor ==== 
 +{{ :move:move_cinematic1.png?nolink|}} 
 +Camera Editor type allows you to manually set the moving speed, starting and ending position/rotation/FOV of the camera for this cinematic.  Use this if you don't have animation files or a prefab.
  
-**Move to Position:** The target position (relative).+**Movement Speed:** How fast the camera moves to final position.  Test this with the preview option below.
  
-**Rotate:** The target rotation.+**Initial Position:** The starting position of the camera.
  
 +**Initial Rotation:** The starting rotation of the camera.
  
----- +**Initial Field of View:** The starting field of view of the camera.
-===== Camera Preview =====+
  
-Preview your cinematics before testing.+**Copy from a file:** Drag a [[global:start|Global Config]] file here to copy the global camera settings.  This is a good way to accurately get the correct initial position, rotation and FOV of the camera.
  
-{{ :move:move_cinematic_preview.jpg?nolink |}}+**Final Position:** The final position of the camera.
  
-**Initial Field of View:** An emulated version of your camera's standard field of view. In this demo the initial field is set to 16.+**Final Rotation:** The final rotation of the camera.
  
-**Initial Camera Position:** The initial camera position of your emulated camera.+**Final Field of View:** The final field of view of the camera.
  
-**Initial Camera Rotation:** The initial camera rotation of your emulated camera. +**Snap Current Camera Info:** Snaps the current camera transform into the //Final Position//, //Final Rotation//, and //Final Field of View// valuesThe position converted is related to the character through a [[http://docs.unity3d.com/Documentation/ScriptReference/Transform.TransformPoint.html|transform point]].
- +
-**Timeline:** Use the slider to preview the cameraThe timer is based on the duration set.+
  
 **Notes:**  **Notes:** 
-  * If you want the camera to cut or camera shots, change the speed to 100.+  * If you want the camera do cuts or camera shots, change the speed to 100.
   * Multiple camera shots are possible, but they are a little tricky since the camera works in seconds while the animation works in frames. If you are working at 60 FPS, just remember that 60 frames = 1 second.   * Multiple camera shots are possible, but they are a little tricky since the camera works in seconds while the animation works in frames. If you are working at 60 FPS, just remember that 60 frames = 1 second.
-  * To have your camera freeze after performing its move, make sure you set the speed to a value in witch it will reach its destination with time to spare.+  * To have your camera freeze after performing its move, make sure you set the speed to a value in which it will reach its destination with time to spare
 + 
 +---- 
 +==== Cinematic Type: Animation File ==== 
 +{{ :move:move_cinematicanimationfile.png?nolink|}} 
 +You can use an animation file to control the camera animation.  The animation file is just an [[http://docs.unity3d.com/Manual/class-AnimationClip.html|Animation Clip]] with key frames for the object’s transform.  It doesn’t need a camera component.  You should be able to use imported animation clips from a 3D package - as long as it generates the [[http://docs.unity3d.com/Manual/class-AnimationClip.html|Animation Clip]] on import, it will work. 
 + 
 +During this cinematic the Main Camera will be placed inside a Parent Game Object (created just for this cinematic).  After the cinematic, the Main Camera is placed back into the scene Hierarchy and the Parent Game Object is destroyed. 
 + 
 +**Animation Clip:** The animation clip of the cinematic. 
 + 
 +**Animation Speed:** If you want to adjust the speed of the clip, use this value. 
 + 
 +**Parent Game Object Position:**  The position of the parent game object for the camera.  Usually best to leave at 0. 
 + 
 +**Child Camera Position (relative):** An offset for the camera’s position relative to the parent.  Correct camera positioning here. 
 + 
 +**Child Camera Rotation:** An offset for the camera’s rotation relative to the parent.  Correct camera rotation here. 
 + 
 +**Field of View:** The field of view of the camera during the cinematic. 
 + 
 +**Blend Speed:** How fast we blend into this animation clip. 
 + 
 +NOTE: **Child Camera Position** and **Child Camera Rotation** are not previewed in realtime.  You will need to close and reopen the preview before seeing any changes to these values. 
 + 
 +---- 
 +==== Cinematic Type: Prefab ==== 
 +You can use a prefab which contains a camera and associated animation.  UFE will switch to the camera prefab during the cinematic. Useful if you already have a your own camera recordings. You cannot preview the prefab in the editor. 
 + 
 +**Freeze Physics:** If enabled, all physics are ignored.  Use with caution - the prefab needs to hand back physics control at the end of the animation. 
 + 
 +**Prefab:** Drag the cinematic prefab here. 
 + 
 +NOTE: 
 + 
 +---- 
 +==== Camera Preview ==== 
 +Preview the camera behavior. 
 + 
 +{{ :move:move_cinematic2.png?nolink |}} 
 + 
 +**Timeline:** Use the slider to preview the camera. The timer is based on the duration set.
  
 ---- ----
 Code example: Code example:
-<code c#>void OnMove(HitBox strokeHitBox, MoveInfo move, CharacterInfo hitter){+<code c#>void OnHit(HitBox strokeHitBox, MoveInfo move, CharacterInfo hitter){
  foreach(CameraMovement cameraMovement in move.cameraMovements){  foreach(CameraMovement cameraMovement in move.cameraMovements){
  if (cameraMovement.casted) Debug.Log("Cinematic has been cast.");  if (cameraMovement.casted) Debug.Log("Cinematic has been cast.");
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 ---- ----
  
- +[[move:start|< Back to Move Editor]]
-[[move:introduction|< Back to Move Editor]]+
move/cinematics.txt · Last modified: 2021/04/13 02:48 by Mistermind