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throwtutorial:throw_tutorial [2014/10/27 19:59]
Justin H. [Throw Move Creation Guide]
throwtutorial:throw_tutorial [2021/05/05 23:05] (current)
Mistermind
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 ====== Throw Move Creation Guide ====== ====== Throw Move Creation Guide ======
-This page will guide you through how to create a throw move.  We will reference the [[move:activeFrames|Active Frames]] and [[move:opponentOverride|Opponent Override]], so it's recommended you keep these pages opened for handy reference.+This page will guide you through creating a throw move.  We will reference the [[move:activeFrames|Active Frames]] and [[move:opponentOverride|Opponent Override]], so it's recommended you keep these pages opened for handy reference.
  
 Also worth looking at is Robot Kyle's throw moves to get a handle on what's required.  They are located in:\\ Also worth looking at is Robot Kyle's throw moves to get a handle on what's required.  They are located in:\\
-''.\UFE\Characters\Robot Kyle\Moves\ThrowAttempt.asset''\\ +''.\UFE\Demo\Characters\Robot Kyle\Moves\ThrowAttempt.asset''\\ 
-''.\UFE\Characters\Robot Kyle\Moves\ThrowConfirm.asset''\\ +''.\UFE\Demo\Characters\Robot Kyle\Moves\ThrowConfirm.asset''\\ 
-''.\UFE\Characters\Robot Kyle\Moves\ThrowReaction.asset''+''.\UFE\Demo\Characters\Robot Kyle\Moves\ThrowReaction.asset''
  
 +**Prerequisite:**\\
 You will require 3 animations.  One for each of the above moves.  Ensure the Throw Confirm and Throw Reaction clips are synced. You will require 3 animations.  One for each of the above moves.  Ensure the Throw Confirm and Throw Reaction clips are synced.
  
-You will also need to ensure your characters have a Throw Collider hitbox assigned as per image below.+==== Throw Collider ==== 
 +Your characters **must** have a Throw Collider hitbox assigned similar to image below.  The //bodypart//, //link//, //shape// and //dimensions// will depend on your own requirements, but it must have __Collision Type__ of **Throw Collider**.  In the scene view, it's the //pinkish// hitbox.
  
-{{ :throwtutorial:throwtutorial_hitbox.png |}}+{{ :throwtutorial:throwtutorial_hitbox2.png |}}
  
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 The reason we have a Throw Attempt move //and// a Throw Confirm move is to allow for whiffed/missed throw attempts.  If the opponent was out of range during the Throw Attempt, then it will not confirm into the Throw Confirm move and continue with the Throw Attempt animation.  Create your Throw Attempt animation with a decent length recovery - this will give you a long whiff animation for when the attempt misses. The reason we have a Throw Attempt move //and// a Throw Confirm move is to allow for whiffed/missed throw attempts.  If the opponent was out of range during the Throw Attempt, then it will not confirm into the Throw Confirm move and continue with the Throw Attempt animation.  Create your Throw Attempt animation with a decent length recovery - this will give you a long whiff animation for when the attempt misses.
 +
 +\\
 ---- ----
 ==== Throw Attempt ==== ==== Throw Attempt ====
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   - Out of the 3, this is the only move that has an [[move:input|Input]].     - Out of the 3, this is the only move that has an [[move:input|Input]].  
   - In [[move:activeFrames|Active Frames]], set the Hit Confirm Type to be Throw.     - In [[move:activeFrames|Active Frames]], set the Hit Confirm Type to be Throw.  
-  - In Hit Conditions, set the state you want this throw to be successful.  If the throw can be combed/linked, you'll want Stunned toggled on.  If you want OTG throw, you'll want Down on. +  - In Hit Conditions, set the state you want this throw to be successful.  If the throw can be comboed/linked, you'll want Stunned toggled on.  If you want OTG throw, you'll want Down on. 
-  - When created, drag the Throw Confirm move into the Throw Move Confirm.+  - When created, drag the Throw Confirm move into the Throw Move Confirm field.
   - If the throw is techable, toggle that on too and drag the Throw Tech move in.   - If the throw is techable, toggle that on too and drag the Throw Tech move in.
  
 +\\
 ---- ----
 ==== Throw Confirm ==== ==== Throw Confirm ====
 +{{ :throwtutorial:throwtutorial_throwconfirm.png|}}
 +
   - This move should have no input.   - This move should have no input.
   - In [[move:opponentOverride|Opponent Override]], ensure the Default Move has the Throw Reaction move assigned.  If you have character specific reactions, also add them here too.   - In [[move:opponentOverride|Opponent Override]], ensure the Default Move has the Throw Reaction move assigned.  If you have character specific reactions, also add them here too.
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   - If you set Override Hit Animations in Opponent Override, then the Hit Strength only affects the Hit Effect and not the opponent's reaction animation.   - If you set Override Hit Animations in Opponent Override, then the Hit Strength only affects the Hit Effect and not the opponent's reaction animation.
  
 +\\
 ---- ----
 ==== Throw Reaction ==== ==== Throw Reaction ====
-  - This is straight forward.  It's just a move with an animation.  No Input, and no active frames.+  - This is straight forward.  It's just a move with an animation.  It has no Input, no override, no player conditions and no active frames.  However, you may set [[move:selfappliedforce|Self Applied Forces]] if required to match the animation.
  
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 If characters are using unique rigs or different animation types, then you'll need to create a reaction move for specific rigs or animation types.  Ensure [[move:opponentOverride|Character Specific Reaction]] is set with the appropriate reaction move for the character. If characters are using unique rigs or different animation types, then you'll need to create a reaction move for specific rigs or animation types.  Ensure [[move:opponentOverride|Character Specific Reaction]] is set with the appropriate reaction move for the character.
 +
 +----
 +===== Video Tutorial =====
 +{{youtube>SBwc0apVZVo}}
 +
 +
 +----
 +[[:start|<- Back to UFE Home Page]]
throwtutorial/throw_tutorial.1414454348.txt.gz · Last modified: 2014/10/27 19:59 by Justin H.