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move:cinematics [2013/12/11 20:23] Mistermind |
move:cinematics [2021/04/13 02:48] (current) Mistermind |
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====== Cinematics ====== | ====== Cinematics ====== | ||
- | //Cinematic Moves// in a 2.5D fighting game was first introduced | + | //Cinematic Moves// in a 2.5D fighting game was first introduced |
{{: | {{: | ||
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{{: | {{: | ||
- | 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 | ||
- | {{: | + | **Cinematic Type:** Select from //Camera Editor//, //Animation File// or //Prefab//. |
- | **Casting Frame:** When during the move the cinematic begin. | + | |
- | **Duration | + | **Character Animation Speed (%):** The character' |
- | **Freeze | + | **Opponent |
- | **Freeze | + | **Freeze |
- | 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): | ||
- | **Field of View:** The target field of view. | + | ---- |
+ | ==== Cinematic Type: Camera Editor ==== | ||
+ | {{ :move:move_cinematic1.png? | ||
+ | Camera Editor type allows you to manually set the moving speed, starting and ending position/ | ||
- | **Move to Position:** The target | + | **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 camera | + | **Copy from a file:** Drag a [[global: |
- | {{ :move: | + | **Final Position:** The final position of the camera. |
- | **Initial Field of View:** An emulated version | + | **Final Rotation:** The final rotation |
- | **Initial Camera Position:** The initial camera position | + | **Final Field of View:** The final field of view of the camera. |
- | **Initial | + | **Snap Current |
- | + | ||
- | **Timeline: | + | |
**Notes: | **Notes: | ||
- | * If you want the camera | + | * If you want the camera |
* 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 ==== | ||
+ | {{ : | ||
+ | You can use an animation file to control the camera animation. | ||
+ | |||
+ | During this cinematic the Main Camera will be placed inside a Parent Game Object (created just for this cinematic). | ||
+ | |||
+ | **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: | ||
+ | |||
+ | **Child Camera Position (relative): | ||
+ | |||
+ | **Child Camera Rotation:** An offset for the camera’s rotation relative to the parent. | ||
+ | |||
+ | **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. | ||
+ | |||
+ | ---- | ||
+ | ==== Cinematic Type: Prefab ==== | ||
+ | You can use a prefab which contains a camera and associated animation. | ||
+ | |||
+ | **Freeze Physics:** If enabled, all physics are ignored. | ||
+ | |||
+ | **Prefab:** Drag the cinematic prefab here. | ||
+ | |||
+ | NOTE: | ||
+ | |||
+ | ---- | ||
+ | ==== Camera Preview ==== | ||
+ | Preview the camera behavior. | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | **Timeline: | ||
---- | ---- | ||
Code example: | Code example: | ||
- | <code c#> | + | <code c#> |
foreach(CameraMovement cameraMovement in move.cameraMovements){ | foreach(CameraMovement cameraMovement in move.cameraMovements){ | ||
if (cameraMovement.casted) Debug.Log(" | if (cameraMovement.casted) Debug.Log(" | ||
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---- | ---- | ||
- | + | [[move:start|< Back to Move Editor]] | |
- | [[move:introduction|< Back to Move Editor]] | + |