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move:cinematics [2014/03/18 04:37]
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 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.+//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.
  
 {{: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 =====
-{{ :move:move_cinematic.jpg?nolink|}}+
 **Casting Frame:** When during the move the cinematic should begin. **Casting Frame:** When during the move the cinematic should begin.
  
-**Duration (seconds):** How long should the the camera control be on screen before returning to normal state.+**Cinematic Type:** Select from //Camera Editor//, //Animation File// or //Prefab//.
  
-**Animation Speed:** Slow down or stop the animation from playing during cinematics. Other move options will __not__ trigger if the cast frame plays while in cinematic mode.+**Character Animation Speed (%):** The character'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)+**Opponent Animation Speed (%):** The opponent's animation speed during this cinematic.
  
-The options below refer to where and how you want your camera to end its moveA Key frame, if you will.+**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.
  
-**Field of View:** The target field of view.+(Camera Editor or Prefab)\\ 
 +**Duration (seconds):** Duration of this cinematic before the returning camera control back to the game.
  
-**Move to Position:** The target position (relative).+---- 
 +==== Cinematic TypeCamera 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.
  
-**Rotate:** The target rotation.+**Movement Speed:** How fast the camera moves to final position.  Test this with the preview option below.
  
 +**Initial Position:** The starting position of the camera.
  
----- +**Initial Rotation:** The starting rotation of the camera.
-===== Camera Preview =====+
  
-Preview your cinematics before testing.+**Initial Field of View:** The starting field of view of the camera.
  
-{{ :move:move_cinematic_preview.jpg?nolink |}}+**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.
  
-**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 Position:** The final position of the camera.
  
-**Initial Camera Position:** The initial camera position of your emulated camera.+**Final Rotation:** The final rotation of the camera.
  
-**Initial Camera Rotation:** The initial camera rotation of your emulated camera.+**Final Field of View:** The final field of view of the camera.
  
-**Timeline:** Use the slider to preview the camera. The timer is based on the duration set. +**Snap Current Camera Info:** Snaps the current camera transform into the //Final Position//, //Final Rotation//, and //Final Field of View// values. The position converted is related to the character through a [[http://docs.unity3d.com/Documentation/ScriptReference/Transform.TransformPoint.html|transform point]].
- +
-**Snap Current Camera Info:** Snaps the current camera transform into the //Move to Position// and //Rotate// values. The position converted is related to the character through a [[http://docs.unity3d.com/Documentation/ScriptReference/Transform.TransformPoint.html|transform point]].+
  
 **Notes:**  **Notes:** 
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   * 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 which 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.
  
 ---- ----
move/cinematics.1395131871.txt.gz · Last modified: 2014/03/18 04:37 by Mistermind