Table of Contents

Moves (Move Sets)

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).


Combat Stances

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


Basic Moves

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).


Basic Information

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?


Specifics

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.

Fall Animations: These animations trigger when the character is falling from a jump.

Block Animations: Triggered when the character blocks (or attempting to block) an attack.

Parry Animations: Triggers when the character successfully parries an attack.

Hit Reactions: Triggers when the character gets hit.

Stage Reactions: Triggers when the character getting hit interacts with the stage (ground and wall bounce).

Fall Down Reactions: Triggered when the character hits the floor after being knocked down.

Stand Up Animations: Triggered after the knockdown timer runs out (Adjustable under Global -> Knock Down Options).

Notes:


Attack & Special Moves

After creating a new move, add the move to the character by clicking New Move than dragging the file to the following field.

Notes:

Code access:

UFE.config.player1Character.moves

UFE.config.player2Character.moves


Stances

Stances (Preloaded):

Stances (Resource):

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