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throwtutorial:throw_tutorial [2014/10/27 20:17] Justin H. |
throwtutorial:throw_tutorial [2021/05/05 23:05] (current) Mistermind |
====== 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. |
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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'' |
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**Prerequisite:**\\ | **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. |
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You will also need to ensure your characters have a Throw Collider hitbox assigned similar to image below. The Shape and Size will depend on your own requirements, but it must be a __Collision Type__ of **Throw Collider**. In the scene view, it's the red hitbox. | ==== 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. |
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{{ :throwtutorial:throwtutorial_hitbox2.png |}} | {{ :throwtutorial:throwtutorial_hitbox2.png |}} |
- 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. |
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==== Throw Reaction ==== | ==== Throw Reaction ==== |
- This is straight forward. It's just a move with an animation. It has no Input, no override, no conditions 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. |
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| ===== Video Tutorial ===== |
| {{youtube>SBwc0apVZVo}} |
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| [[:start|<- Back to UFE Home Page]] |