Set your animations, stances and moves here, as well as how hard (or easy) special moves from this character are to execute.
Execution Timing: How fast, in seconds, the keys listed in button sequence and execution have to be pressed in order to complete a special move.
Possible Air moves: How many moves can this character perform while jumping.
Blending Duration: How smooth the transition between basic moves are. Be careful as high numbers can cut down your animation and create small visual bugs as it trades response time for smoothness. The recommended (and default) value is 0.1.
Animation Type:
Avatar: If Mecanim was selected, drag the character's avatar here.
Animation Control: Tell the engine which animation control it should use.
Normalize Animation Frames: Stabilizes 2D animation frames by fixing frame offsets while manually controlling the animator component (UFE Engine)
Use Animation Maps: Toggle this option if you are using the auto-maps and animation mapper for online play (rollback netcode).
Each character can have one or several move sets, all classified by a combat stance. Add a new Combat Stance by clicking the New Combat Stance button at the bottom of this panel's section.
Combat Stance: A character can have several different fight styles, each with their own unique animations and special moves. In Street Fighter 4 for example we have Gen, a character that can swap between 2 different fight styles. Both fighting styles are completely different, from the way they move to the special moves you can execute. Combat Stances can also be used as “power up” or anything you like. Combat styles can be applied by simply changing the combat stance in the move options.
Cinematic Intro: (Optional, PRO and SOURCE only) a special move designed with just an intro animation and cinematics. UFE will check if you have this and play it at the beginning of each game. Check the example provided at .\UFE\Characters\Mike\Moves\Intro.asset
Round Won: Plays this move when the round is won.
Time Out: Plays this move when a timeout happens.
Cinematic Outro: (Optional, PRO and SOURCE only) a special move designed with just an outro animation and cinematics. UFE will check if you have this and play it at the end of each game if this character wins. Check the example provided at .\UFE\Characters\Mike\Moves\Outro.asset
Set the basic animations and sounds for your character, as well as any particular effect you want to add during these events. Basic Moves are categorised into Standard Animations, Blocking Animations and Hit Animations.
Enabled Moves Disable certain basic moves in case your game doesn't require it. You may disable Move, Jump, Crouch, Block or Parry. Disabling these options completely ignore any requests, including animation and input (from both player and AI).
Animation Clip: The animation clip related to this move. Animation files are normally located under the file structure of an FBX file, or just as a single .anim file.
Animation Speed: Tune the animation speed to match the desired effect during the game. Some moves like Jumping, Falling and Landing are automatically calculated by UFE based on the jump height.
Override Blending (In): Overrides the previous out blending or default blending duration with the value below.
Blend In Duration: If override blending (in) is toggled on, this is the new blending in value for this animation.
Override Blending (Out): Overrides the blend in set for the next animation or default blending duration with the value below.
Blend Out Duration: If override blending (out) is toggled on, this is the new blending out value for this animation.
Disable Head Look: If Head Look is enabled, it will be disabled during this move.
Particle Effects:
Possible Sound Effect: A list of possible sounds that plays at random when this move is executed. If only one sound is added it will only play that sound. UFE works with multi-channels, so don't worry about overlapping.
Continuous Sound: Should the selected sound effect keep playing while this move is in motion?
Standard Animations: Used when character is not moving (Idle), moving back and forward, and crouching (if your game uses it). When choosing the Idle you can also set its resting animations:
Jump Animations: These animations trigger when the character initiates a jump. If you don't have the respective Fall Animation
setup, the engine will attempt to use these animation as single jump cycles.
Auto Speed
is toggled the engine will attempt to synchronize the height of the jump with the animation length so both can end at the correct time to link with its next animation. Untoggle to adjust how your animation should play out.Take Off
animation speeds are used in conjunction with the Jump Delay variable (located on the physics option)Fall Animations: These animations trigger when the character is falling from a jump.
Auto Speed
is toggled the engine will attempt to synchronize the height of the fall with the animation length. Untoggle to adjust how your animation should play out.Landing
animation speeds are used in conjunction with the Jump Delay variable (located on the physics option)Block Animations: Triggered when the character blocks (or attempting to block) an attack.
Standing High Hit
is triggered when a an attack hits the upper part of a character while standing. Standing Low Hits
is triggered on low hits.Blocking Poses
triggers when the character is attempting to block as its under the blockable area, but not blocking (only happens when using hold back
as the block type).Auto Speed
is toggled the engine will use the block stun information to synchronize it with the animation length. Untoggle to run your own speed and WrapMode values.Parry Animations: Triggers when the character successfully parries an attack.
Standing High Hit
is triggered when a an attack hits the upper part of a character while standing. Standing Low Hits
is triggered on low hits.Auto Speed
is toggled the engine will use the parry stun information from Block Options -> Parry to synchronize it with the animation length. Untoggle to run your own speed and WrapMode values.Hit Reactions: Triggers when the character gets hit.
Standing High Hit
is triggered when a an attack hits the upper part of a character while standing. Standing Low Hits
is triggered on low hits.Stage Reactions: Triggers when the character getting hit interacts with the stage (ground and wall bounce).
Grounded (Standing)
under Active Frame → Stage Reactions → Wall Bounce Options to use Standing Wall Bounce
(knockdown).Fall Down Reactions: Triggered when the character hits the floor after being knocked down.
Default
animation is triggered whenever the engine can't find the related knockdown animation.Fall Clip
and a Down Clip
. Use this sequence when you want the Down Clip to be a loop (like breathing).Fall Clip
, so the character stays down (as the last frame should have the character laying down).Stand Up Animations: Triggered after the knockdown timer runs out (Adjustable under Global -> Knock Down Options).
Default
animation is triggered whenever the engine can't find the related stand up animation.Notes:
Air Recovery
invincible to emulate the Street Fighter style of air recovery (along with the option Cant Move
under Air Recovery Type).After creating a new move, add the move to the character by clicking New Move than dragging the file to the following field.
Notes:
.\UFE\Characters\Mike\Moves
Code access:
UFE.config.player1Character.moves
UFE.config.player2Character.moves
Stances (Preloaded):
Stances (Resource):