Topic: Solved: Bug during Cinematics with accelerated Character Animations
Edit: This Bug was fixed in UFE Version 1.8.1
The Problem:
If you create a move and select a higher speed than "1" (faster than the original animation-file), you'll run into problems with cinematics. All the frames for particle-effects, sound effects and especially "Self Applied Forces" will be displaced. We created several throw-animations for our game (all with "Animation Speed" > 1) and were not able to receive clean cinematic-shots.
The reason is, that in the Move Editor you can only select 0-100% for the character speed at the cinematic-options:
But in the example shown in the first image, we would need a character speed" of 200% to match the settings in the animation options (= 2).
The Solution:
It's very easy. You simply have to change the limits for the slider in the move-editor. Open "MoveEditorWindow.cs" from the editor-folder and change the limits in line 1362/1363:
moveInfo.cameraMovements[i].myAnimationSpeed = EditorGUILayout.Slider("Character Animation Speed (%):", moveInfo.cameraMovements[i].myAnimationSpeed, 0, 100);
moveInfo.cameraMovements[i].opAnimationSpeed = EditorGUILayout.Slider("Opponent Animation Speed (%):", moveInfo.cameraMovements[i].opAnimationSpeed, 0, 100);
to
moveInfo.cameraMovements[i].myAnimationSpeed = EditorGUILayout.Slider("Character Animation Speed (%):", moveInfo.cameraMovements[i].myAnimationSpeed, 0, 400);
moveInfo.cameraMovements[i].opAnimationSpeed = EditorGUILayout.Slider("Opponent Animation Speed (%):", moveInfo.cameraMovements[i].opAnimationSpeed, 0, 400);
Now you're able to adjust the character speed in the cinematic-options to the speed of your animation:
The cinematic should work properly now.
Hope that helps