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throwtutorial:throw_tutorial [2014/11/02 21:12] Justin H. [Throw Attempt] |
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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==== VERY IMPORTANT ==== | ==== 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. | 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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==== 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]] | [[:start|<- Back to UFE Home Page]] |