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throwtutorial:throw_tutorial [2014/10/28 18:13]
Justin H. [Throw Reaction]
throwtutorial:throw_tutorial [2021/05/05 23:05] (current)
Mistermind
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 ====== Throw Move Creation Guide ====== ====== Throw Move Creation Guide ======
-This page will guide you through how to create a throw move.  We will reference the [[move:activeFrames|Active Frames]] and [[move:opponentOverride|Opponent Override]], so it's recommended you keep these pages opened for handy reference.+This page will guide you through creating a throw move.  We will reference the [[move:activeFrames|Active Frames]] and [[move:opponentOverride|Opponent Override]], so it's recommended you keep these pages opened for handy reference.
  
 Also worth looking at is Robot Kyle's throw moves to get a handle on what's required.  They are located in:\\ Also worth looking at is Robot Kyle's throw moves to get a handle on what's required.  They are located in:\\
-''.\UFE\Characters\Robot Kyle\Moves\ThrowAttempt.asset''\\ +''.\UFE\Demo\Characters\Robot Kyle\Moves\ThrowAttempt.asset''\\ 
-''.\UFE\Characters\Robot Kyle\Moves\ThrowConfirm.asset''\\ +''.\UFE\Demo\Characters\Robot Kyle\Moves\ThrowConfirm.asset''\\ 
-''.\UFE\Characters\Robot Kyle\Moves\ThrowReaction.asset''+''.\UFE\Demo\Characters\Robot Kyle\Moves\ThrowReaction.asset''
  
 **Prerequisite:**\\ **Prerequisite:**\\
 You will require 3 animations.  One for each of the above moves.  Ensure the Throw Confirm and Throw Reaction clips are synced. You will require 3 animations.  One for each of the above moves.  Ensure the Throw Confirm and Throw Reaction clips are synced.
  
-==== VERY IMPORTANT ==== +==== Throw Collider ==== 
-Your characters **must** have a Throw Collider hitbox assigned similar to image below.  The //bodypart//, //link//, //shape// and //dimensions// will depend on your own requirements, but it must have __Collision Type__ of **Throw Collider**.  In the scene view, it's the red hitbox.+Your characters **must** have a Throw Collider hitbox assigned similar to image below.  The //bodypart//, //link//, //shape// and //dimensions// will depend on your own requirements, but it must have __Collision Type__ of **Throw Collider**.  In the scene view, it's the //pinkish// hitbox.
  
 {{ :throwtutorial:throwtutorial_hitbox2.png |}} {{ :throwtutorial:throwtutorial_hitbox2.png |}}
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   - Out of the 3, this is the only move that has an [[move:input|Input]].     - Out of the 3, this is the only move that has an [[move:input|Input]].  
   - In [[move:activeFrames|Active Frames]], set the Hit Confirm Type to be Throw.     - In [[move:activeFrames|Active Frames]], set the Hit Confirm Type to be Throw.  
-  - In Hit Conditions, set the state you want this throw to be successful.  If the throw can be combed/linked, you'll want Stunned toggled on.  If you want OTG throw, you'll want Down on. +  - In Hit Conditions, set the state you want this throw to be successful.  If the throw can be comboed/linked, you'll want Stunned toggled on.  If you want OTG throw, you'll want Down on. 
-  - When created, drag the Throw Confirm move into the Throw Move Confirm.+  - When created, drag the Throw Confirm move into the Throw Move Confirm field.
   - If the throw is techable, toggle that on too and drag the Throw Tech move in.   - If the throw is techable, toggle that on too and drag the Throw Tech move in.
  
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 ---- ----
 ==== Throw Reaction ==== ==== Throw Reaction ====
-  - This is straight forward.  It's just a move with an animation.  It has no Input, no override, no conditions and no active frames.+  - This is straight forward.  It's just a move with an animation.  It has no Input, no override, no player conditions and no active frames.  However, you may set [[move:selfappliedforce|Self Applied Forces]] if required to match the animation.
  
 ---- ----
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 If characters are using unique rigs or different animation types, then you'll need to create a reaction move for specific rigs or animation types.  Ensure [[move:opponentOverride|Character Specific Reaction]] is set with the appropriate reaction move for the character. If characters are using unique rigs or different animation types, then you'll need to create a reaction move for specific rigs or animation types.  Ensure [[move:opponentOverride|Character Specific Reaction]] is set with the appropriate reaction move for the character.
 +
 +----
 +===== Video Tutorial =====
 +{{youtube>SBwc0apVZVo}}
 +
  
 ---- ----
 [[:start|<- Back to UFE Home Page]] [[:start|<- Back to UFE Home Page]]
throwtutorial/throw_tutorial.1414534410.txt.gz · Last modified: 2014/10/28 18:13 by Justin H.