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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.
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
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:
Sound Effect: A custom sound that can be played when this move plays. UFE works with multichannels, so don't worry about overlapping sounds.
Continuous Sound: Should the selected sound effect keep playing while this move is in motion?
Idle
Jump Animations
Block Animations
Parry Animations
Hit Animations
Down
Ground Bounce
Falling (After Ground Bounce)
Stand Up
Notes:
After creating a new move, add the move to the character by clicking New Move than dragging the file to the following field.
Notes:
As a reference, the moves from Mike are located at .\UFE\Characters\Mike\Moves
Code access:
UFE.config.player1Character.moves
UFE.config.player2Character.moves