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Cinematic Moves in a 2.5D fighting game was first introduced by 2008's 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.
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 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.
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.
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 effect. This can be changed in ./Scripts/ControlsScript.cs
(Pro Source Only)
The options below refer to where and how you want your camera to end its move. A Key frame, if you will.
Field of View: The target field of view.
Move to Position: The target position (relative).
Rotate: The target rotation.
Preview your cinematics before testing.
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.
Initial Camera Position: The initial camera position of your emulated camera.
Initial Camera Rotation: The initial camera rotation of your emulated camera.
Timeline: Use the slider to preview the camera. The timer is based on the duration set.
Notes:
Code example:
void OnHit(HitBox strokeHitBox, MoveInfo move, CharacterInfo hitter){ foreach(CameraMovement cameraMovement in move.cameraMovements){ if (cameraMovement.casted) Debug.Log("Cinematic has been cast."); } }