Topic: Please explain what Animation Maps are for, keeping scale at 1 & more
Hi,
I was able to figure out how to use the MapRecorder scene to update the animation maps for a new character asset file.
But I don't understand if animation maps have any functional benefit since I don't think it has any documentation on what this is for. I saw you say on another thread this feature is used in a rollback online networking feature I guess for synchronizing animation state when there is latency? Is that the only reason to use animation maps? Please consider adding some description for this in the documentation here:
http://www.ufe3d.com/doku.php/character:movesets
I had trouble getting some of the character move values to update the hit / hurt boxes until I disabled animation maps. I'm trying to make it so I don't have to scale up my character or environment, I want them to be scale of 1, instead of 4 like the demo has. I'm not sure if this was enough to fix it so far. I carefully divided all the sizes by 4 and radius for the moved in as many places as I could find, and yet my characters are still being held apart from each other a few feet so they can't fight. I might have better luck tomorrow since I just figured out this animation map issue right now. I'd appreciate any suggestions though. Here is a screenshot which shows that my characters are scale of 1, and the hit boxes are correctly scaled as well.
https://www.farbeyondcode.com/z/-vf.0.0 … 1F182E53B7
I am using the source code version of UFE 2 and I will be modifying it to do various features and merge other game engines and UI.
I'm pretty impressed with the UFE 2 project since it provides a lot of functionality with unity editor interfaces and prefabs that are easy to understand. I had watched your videos a few months ago to understand the concepts, and those are pretty good. This is my first day diving into making changes to characters and moves and it went pretty smoothly. I was able to understand how all the demo moves work and change them to my liking on buttons and such. The throw attempt / tech / reaction stuff is very nice structure without having to code that. Combos/inputs seem to be nice without writing code too. There are a lot of extra features not used in the demo that could be really helpful too. I had spent other time converting the demo project to HDRP too, and that went ok. The code seems pretty straightforward too. I was able to implement my own custom input class today and got both 2 game controllers working. I explored other code while debugging my problems and it seems like I can do everything I want with this. There are so many features already working that I should be able to focus on other parts of the design instead of changing how it works. I bought nearly everything good on the unity store during the sale, and I plan on putting a lot of it together in a UFE 2 game as a first step towards building a larger adventure / rpg world I'm creating on my own.
Thanks!