1 (edited by SuperChoudhary 2021-06-11 00:44:16)

Topic: [SOLVED] Keep new position of opponent after using override

Hi,

I'm using a move on my player that makes another move execute on the opponent using the 'Opponent Override', root motion is working fine but the opponent comes back to his original position after the animation is completed. Is there some way I can have the camera rotate accordingly and keep the opponent in the new position using the config? Or will I need to manually play around with the ControlsScript?

Thanks smile

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Re: [SOLVED] Keep new position of opponent after using override

Hi,

I am also facing another issue where if I call 'UFE.EndGame()' during a pause screen, it shows an empty background with no main menu and if write 'UFE.StartMainMenuScreen()' after that, the buttons are not clickable on the new menu and it appears black before the 1st click. Could this be due to Photon settings?

Thanks smile

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Re: [SOLVED] Keep new position of opponent after using override

Any kind of help will be appreciated.

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Re: [SOLVED] Keep new position of opponent after using override

The black screen was caused by the CameraFade script, but even after disabling it the buttons on the newly instantiated MainMenuScreen are not clickable.

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Re: [SOLVED] Keep new position of opponent after using override

SuperChoudhary wrote:

Hi,

I'm using a move on my player that makes another move execute on the opponent using the 'Opponent Override', root motion is working fine but the opponent comes back to his original position after the animation is completed. Is there some way I can have the camera rotate accordingly and keep the opponent in the new position using the config? Or will I need to manually play around with the ControlsScript?

Thanks smile

I was able to resolve all issues except this one. Any input on this would be appreciated.

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Re: [SOLVED] Keep new position of opponent after using override

You need to unpause the game after doing it so. This is is how its written under PauseScreen.cs:

            UFE.EndGame();
            UFE.FireGameEnds();

            ScreenManager.StartMainMenuScreen();

            UFE.PauseGame(false);
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Re: [SOLVED] Keep new position of opponent after using override

Mistermind wrote:

You need to unpause the game after doing it so. This is is how its written under PauseScreen.cs:

            UFE.EndGame();
            UFE.FireGameEnds();

            ScreenManager.StartMainMenuScreen();

            UFE.PauseGame(false);

I was able to figure this out, is there any work around for the reposition after playing an override animation with root motion?

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Re: [SOLVED] Keep new position of opponent after using override

I'll look into the repositioning thing and see what i can come up with.

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Re: [SOLVED] Keep new position of opponent after using override

SuperChoudhary wrote:
Mistermind wrote:

You need to unpause the game after doing it so. This is is how its written under PauseScreen.cs:

            UFE.EndGame();
            UFE.FireGameEnds();

            ScreenManager.StartMainMenuScreen();

            UFE.PauseGame(false);

I was able to figure this out, is there any work around for the reposition after playing an override animation with root motion?


If the animation root motion is properly set (under your fbx import settings) the character's motion should follow the root motion animation. You can see an example of that on Robot Kyle's "Wall Bounce" move or Ethan's Rekka.

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Re: [SOLVED] Keep new position of opponent after using override

I can't seem to replicate the root motion issue with opponent override. Like mistermind said if root motion is setup correctly in the fbx it should follow. Will need to see your animation settings to see if it's setup correctly.
https://i.imgur.com/MF55fIT.gif

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11 (edited by SuperChoudhary 2021-05-28 00:55:33)

Re: [SOLVED] Keep new position of opponent after using override

FBX Settings:
https://i.ibb.co/tQhMXxY/1.png
https://i.ibb.co/7vtTfPL/2.png

Move File Settings:
https://i.ibb.co/nkb2NK1/3.png

I've also tried this:
https://i.ibb.co/d4t0SP1/4.png

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Re: [SOLVED] Keep new position of opponent after using override

hmm you did say root motion was working fine in the OP. The settings also look fine from here. You could try replacing robot kyles throw reaction animation with your's and replicate what i did in my gif. It would also help to post a recording or gif of whats happening. You can PM me if you want to keep your animation less public.

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13 (edited by SuperChoudhary 2021-06-02 05:49:10)

Re: [SOLVED] Keep new position of opponent after using override

I don't know how to show gifs like you did, but here is the link:

https://imgur.com/a/KKM3B8o.gif

The player reacting is displaced but as the animation ends, it is brought back to its original position.

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14 (edited by FreedTerror 2021-05-31 12:58:51)

Re: [SOLVED] Keep new position of opponent after using override

edit: it looks like both the throw and reaction use root motion? maybe that had something to do with the issue

That looks like root motion isn't working. when it returns to its original position it usually means root motion isn't working. Try to replicate what i did in my gif to see if something else might be causing it.

If you want to send me the fbx files I can test it on my end.

You can post gifs and imgs by using: [img]insert link here[/img]

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15 (edited by SuperChoudhary 2021-06-02 05:47:55)

Re: [SOLVED] Keep new position of opponent after using override

Here's a link to the original animation along with the override animation:
https://gofile.io/d/NnzfuJ

Let me know if you are able to make some use of this, as for the gif you mentioned there wasn't any visible settings on the animations. hmm

Here's another example where root motion isn't working as intended.

https://imgur.com/xhgwWtS.gif

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16 (edited by SuperChoudhary 2021-06-04 05:19:44)

Re: [SOLVED] Keep new position of opponent after using override

Any kind of input would be appreciated for this. I believe the animation clips are fine since when I played them separately on an animator it worked as expected. Probably some functionality missing in Mecanim Control. smile

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17 (edited by FreedTerror 2021-06-04 14:34:59)

Re: [SOLVED] Keep new position of opponent after using override

root motion seems to be working fine for the two fbx you posted
https://i.imgur.com/bUaxOUX.gif

Are you using 3D gamemode?
Are you using animation maps?

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18 (edited by SuperChoudhary 2021-06-08 23:29:53)

Re: [SOLVED] Keep new position of opponent after using override

Hi,

Yes I am using 3D game mode and yes I am using animation maps. hmm
Can you share to move file settings or anything because it does not seem to be working on my end.
Preferably the list of steps you took to recreate this so I can also recreate this on my end.

You didn't apply any self applied forces by any chance, did you?

Did you use the 'Move To Position' function in the 'Opponent Overdrive'? Although that works it's not exactly what I'm looking for. The reason being I don't want to implement script motion, I want to implement root motion to make it look as natural as possible.

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19 (edited by SuperChoudhary 2021-06-09 04:28:24)

Re: [SOLVED] Keep new position of opponent after using override

This is how it's appearing:

https://imgur.com/a/3xqbz6v.gif

This is how I want to appear, and then the new position of the idle would be updated as well.

https://imgur.com/a/vRM2May.gif

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Re: [SOLVED] Keep new position of opponent after using override

https://i.ibb.co/d4t0SP1/4.png

This is where you will most likely find your answer. There is no exact answer on how to fix your issue, so you just have to try tweaking these until you get it right.
Even through imported FBX files follow standards, depending on how your 3D modeling program exported the file or how you got it from can cause issues with the preset "root motion".

All I can say at the moment is that it doesn't seem like its a UFE problem, so there is just so much we can do to help.

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Re: [SOLVED] Keep new position of opponent after using override

Thank you so, so much. The issue was with the 3rd option in the FBX where Root Transform Position (XZ) needed to be based upon the root bone, in this case 'Center of Mass'. Everything is working fine now. smile
Sorry for the inconvenience on my end, moving this to solved.

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22 (edited by SuperChoudhary 2021-06-11 07:51:19)

Re: [SOLVED] Keep new position of opponent after using override

Everything is working as expected however there is a small problem and that is when our player is using Root Motion animations, the opponent does not rotate exactly in the path of that animation.

https://imgur.com/YgV5V5v.gif

Is there any way to fix this? I am thinking of trying to force the opponent to LookAt at the player.
Maybe force its position in the line of the player performing the Root Motion animation. smile

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Re: [SOLVED] Keep new position of opponent after using override

SuperChoudhary wrote:

Everything is working as expected however there is a small problem and that is when our player is using Root Motion animations, the opponent does not rotate exactly in the path of that animation.

https://imgur.com/YgV5V5v.gif

Is there any way to fix this? I am thinking of trying to force the opponent to LookAt at the player.
Maybe force its position in the line of the player performing the Root Motion animation. smile

Under the Move Editor, look for the option "Lock-On":
https://i.ibb.co/cTDDC0y/image.png
While under Lock-On the character will always attempt to "look at" the opponent.

Just FYI, make a new topic in the forum when changing subjects.

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