Re: Project Champion

Ok, I have checked out the code looking for the Stand Up animation problem.

There are only 2 ways in UFE that will send the character to the "Down" state (only way to trigger the Stand Up animation):

1 - Opponent Override; and
2 - Force applied on the Y axis.

I have tested the value 0.0001 on the Y axis of the: Move>Active Frames>Force Options>Opponent, so I believe this will work for the real world scale that you are trying to achieve.

I believe you can have any value that is higher than 0, as small as it might be (0.0000001 for example, might still work, but since I haven't checked the variable size I can't confirm =P).

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Re: Project Champion

Thanks for checking into this. I did this earlier this morning and the standup animation plays if the character leaves his feet... however when the new round starts, he stands up like a zombie again. I'm not using fade between rounds and you can clearly see this happen

103 (edited by KRGraphics 2016-10-13 16:54:48)

Re: Project Champion

How do I go the override route if I have an animation where the character is being knocked back and the animation has the feet off the ground, but the engine thinks it's still grounded?

Re: Project Champion

I can only see a solution that involves coding.

If you try to approach this with override, all moves would need to have an override option and would send the character to the ground (Not desirable at all).

Using a Y force on all moves would have the same result.

If you have the Source or Bundle version you would have to check at what point the character is reset to the standing position and include some code that will make him play the Stand Up animation.

I might have some time this weekend to look int this. Unless you want to try it yourself and post it here beforehand.

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105 (edited by KRGraphics 2016-10-13 17:23:03)

Re: Project Champion

Meractus wrote:

I can only see a solution that involves coding.

If you try to approach this with override, all moves would need to have an override option and would send the character to the ground (Not desirable at all).

Using a Y force on all moves would have the same result.

If you have the Source or Bundle version you would have to check at what point the character is reset to the standing position and include some code that will make him play the Stand Up animation.

I might have some time this weekend to look int this. Unless you want to try it yourself and post it here beforehand.

I don't have source... I was going to purchase Fuzzy AI after putting together my animation. You can test this and seend what happens. I'm also trying to put particles on the character moves (such as Standing High Hit) so I don't have to use a global effect on this. I have a character that bleeds blue and I will need to set the colour of his blood to blue.

Only problem is the particles don't emit when I hit the character with the particles applied in the moves

Re: Project Champion

Meractus wrote:
KRGraphics wrote:

Here is a gif

http://i.giphy.com/3o7TKxMkPrn05LpeMw.gif

For this case check your default fall down animation. UFE does not have a specific animation for death. I believe you will want to use an animation that looks less like a strong impact or as if the character was being launched in the air.


I came home to fix it... same issue persists.

Re: Project Champion

Send me some prints of your move configurations and a .gif of your default fall down animation please.

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Re: Project Champion

Just a shot in the dark, but you'll want to make sure all of your rigs are using the same type of animation component.  I.E. if you're using humanoid rigs for your prefabs, you're animation files should also be set to humanoid.

Re: Project Champion

immortalfray wrote:

Just a shot in the dark, but you'll want to make sure all of your rigs are using the same type of animation component.  I.E. if you're using humanoid rigs for your prefabs, you're animation files should also be set to humanoid.


I'm using Generic... and the animations use generic

Re: Project Champion

Meractus wrote:

Send me some prints of your move configurations and a .gif of your default fall down animation please.

Here you go...

I tried to get a gif for the the default fall down

http://i.giphy.com/l3vQZKZRYS0rMMleE.gif

And some of my move configs

Blading Cutter:

https://www.dropbox.com/s/ix4ohx9ddtwosfg/Screenshot%202016-10-14%2023.14.44.png?raw=1
https://www.dropbox.com/s/4siubaq6nizmhff/Screenshot%202016-10-14%2023.15.49.png?raw=1
https://www.dropbox.com/s/a2s527z8bsyrrl6/Screenshot%202016-10-14%2023.15.59.png?raw=1

Character Config

https://www.dropbox.com/s/70sskvc472jcbdk/Screenshot%202016-10-14%2023.18.12.png?raw=1
https://www.dropbox.com/s/vzi026wx1pyx32q/Screenshot%202016-10-14%2023.18.23.png?raw=1
https://www.dropbox.com/s/oho2ue89acp8ypt/Screenshot%202016-10-14%2023.18.39.png?raw=1
https://www.dropbox.com/s/4bx011b53w27wu9/Screenshot%202016-10-14%2023.19.52.png?raw=1

Is this sufficient?

111 (edited by Meractus 2016-10-14 23:03:37)

Re: Project Champion

Ok, so the problem that persists is the one where your character dies from a simple jab and dies?

Is the animation in this gif:

http://i.giphy.com/3o7TKxMkPrn05LpeMw.gif

the Blading Cutter?

Because if it is not, you need to zero the Y force on the move that is hitting the character.

If it is, I have no idea of what is happening there and ask for the help of my fellow UFE users and even MMind.

The problem might be simple, but since it requires lots of configurations in global options, character animations and move options it is hard to keep track of everything.

This is my input on this matter.

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Re: Project Champion

Meractus wrote:

Ok, so the problem that persists is the one where your character dies from a simple jab and dies?

Is the animation in this gif:

http://i.giphy.com/3o7TKxMkPrn05LpeMw.gif

the Blading Cutter?

Because if it is not, you need to zero the Y force on the move that is hitting the character.

If it is, I have no idea of what is happening there and ask for the help of my fellow UFE users and even MMind.

The problem might be simple, but since it requires lots of configurations in global options, character animations and move options it is hard to keep track of everything.

This is my input on this matter.

This is from the straight jab... and even if I turn the force of that punch off, the character flies into the air as part of the knockout. This will mean I have to animate a special default down, or perhaps it can be added via code.

Re: Project Champion

So upon further testing and changing the animation, the problem still exists. I created a new animation called Stun Faint and reduced the force on the jab and the character still flies into the air at KO... this is not making any sense sad

http://i.giphy.com/26DMe0JgA2jgQUaHK.gif

Re: Project Champion

KRGraphics wrote:

So upon further testing and changing the animation, the problem still exists. I created a new animation called Stun Faint and reduced the force on the jab and the character still flies into the air at KO... this is not making any sense sad

http://i.giphy.com/26DMe0JgA2jgQUaHK.gif

WTH.

I forgot to ask if there is any opponent override on the move as well. Maybe it is trying to force the enemy into some kind of knockup through the apllied forces or even the move speed.

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Re: Project Champion

Meractus wrote:
KRGraphics wrote:

So upon further testing and changing the animation, the problem still exists. I created a new animation called Stun Faint and reduced the force on the jab and the character still flies into the air at KO... this is not making any sense sad

http://i.giphy.com/26DMe0JgA2jgQUaHK.gif

WTH.

I forgot to ask if there is any opponent override on the move as well. Maybe it is trying to force the enemy into some kind of knockup through the apllied forces or even the move speed.

There is no opponent overrides of any sort...  I have reset hit stun enabled because this move will be my combo opener... but other than that,  nothing more

Re: Project Champion

Then, like I have said before, it is beyond my capabilities.

I hope someone else with more experience in UFE might be able to help you.

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117 (edited by KRGraphics 2016-10-15 16:31:17)

Re: Project Champion

It might be my animation. Can MMind or any one confirm this is happening in their games?

EDIT: I REALLY hope root motion is NOT the cause of this. I have it enabled on my character so he can walk forward physically. That is the ONLY animation with root motion enabled

Re: Project Champion

One thing to know that i just discovered, at the end of the round for the final hit, the game (by default?) has it so the opponent plays an "Air Hit" animation presumably due to the knockdown effect. So check your Air Hit settings (Basic Moves > Hit Effects > Air Hit in the Character File).

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Re: Project Champion

MrPonton wrote:

One thing to know that i just discovered, at the end of the round for the final hit, the game (by default?) has it so the opponent plays an "Air Hit" animation presumably due to the knockdown effect. So check your Air Hit settings (Basic Moves > Hit Effects > Air Hit in the Character File).

I don't have any air hits of any sort... where is this exactly?

Re: Project Champion

Check your console window when you land the last hit on your opponent in a real match.

Should be in Character > Hit Effects > Air Hit.

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Re: Project Champion

MrPonton wrote:

Check your console window when you land the last hit on your opponent in a real match.

Should be in Character > Hit Effects > Air Hit.


I don't see this option in the character section...

and here is the info I get in the console on the last hit...

Sequence: ( Button1 [0], ) | [Up] Execution: ( Button1 )
0x0000000140E4704D (Unity) StackWalker::GetCurrentCallstack
0x0000000140E48D71 (Unity) StackWalker::ShowCallstack
0x0000000140602A93 (Unity) GetStacktrace
0x00000001405FFE5E (Unity) DebugStringToFile
0x00000001406002BC (Unity) DebugStringToFile
0x0000000140E86EAC (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x00000000060D8C7B (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,string,UnityEngine.Object)
0x00000000060D8B65 (Mono JIT Code) [DebugLogHandler.cs:10] UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[]) 
0x00000000060D86CC (Mono JIT Code) [Logger.cs:42] UnityEngine.Logger:Log (UnityEngine.LogType,object) 
0x0000000006A2973C (Mono JIT Code) [UnityEngineDebugBindings.gen.cs:101] UnityEngine.Debug:Log (object) 
0x0000000006A225E1 (Mono JIT Code) MoveSetScript:GetMove (ButtonPress[],single,MoveInfo,bool,bool)
0x0000000006A219CD (Mono JIT Code) MoveSetScript:GetMove (ButtonPress[],single,MoveInfo,bool)
0x000000000612E4B0 (Mono JIT Code) ControlsScript:translateInputs (AbstractInputController)
0x0000000006123CF5 (Mono JIT Code) ControlsScript:DoFixedUpdate ()
0x00000000061186CA (Mono JIT Code) UFE:FixedUpdate ()
0x00000000021B6972 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007FFADB8B4FFB (mono) [mini.c:4937] mono_jit_runtime_invoke 
0x00007FFADB808341 (mono) [object.c:2623] mono_runtime_invoke 
0x00000001404CA51B (Unity) ScriptingInvocationNoArgs::Invoke
0x00000001404CA4A7 (Unity) ScriptingInvocationNoArgs::Invoke
0x0000000140344C51 (Unity) MonoBehaviour::CallMethodIfAvailable
0x0000000140348902 (Unity) MonoBehaviour::CallUpdateMethod
0x0000000140132E4A (Unity) BaseBehaviourManager::CommonUpdate<FixedBehaviourManager>
0x0000000140468B6D (Unity) PlayerLoop
0x0000000140BD7395 (Unity) Application::UpdateScene
0x0000000140BD8919 (Unity) Application::UpdateSceneIfNeeded
0x0000000140BE07D4 (Unity) Application::TickTimer
0x0000000140E4179E (Unity) FindMonoBinaryToUse
0x0000000140E42DD1 (Unity) WinMain
0x00000001415C3540 (Unity) strnlen
0x00007FFB13CA8364 (KERNEL32) BaseThreadInitThunk

Re: Project Champion

KRGraphics wrote:
MrPonton wrote:

Check your console window when you land the last hit on your opponent in a real match.

Should be in Character > Hit Effects > Air Hit.


I don't see this option in the character section...

I'm unable to verify for you as I'm in the process of upgrading to 1.8 and compiler errors over my modifications prior, so can't even compile enough to get the Character editor to display.

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Re: Project Champion

MrPonton wrote:
KRGraphics wrote:
MrPonton wrote:

Check your console window when you land the last hit on your opponent in a real match.

Should be in Character > Hit Effects > Air Hit.


I don't see this option in the character section...

I'm unable to verify for you as I'm in the process of upgrading to 1.8 and compiler errors over my modifications prior, so can't even compile enough to get the Character editor to display.


So in the meantime, I am going to work on sound effects... found out that I can tie sounds to the moves of my character in the basic set

Re: Project Champion

So upon further testing and playing and tweaking... even values of forces such as .000005, my characters will still fly in the air as if they were hit super hard. I am glad I found this wrinkle and I am now stating that the models for my game are "too small" for UFE, despite the modelling set to real world scale. And since I don't have the source version, I can't modify this.

So I guess I will have to scale up my levels and characters 4 times their size to ensure I will get the proper physics for the game. Looking at the samples, I see why they are scaled up to immense size.

Here is a gif showing the issue in detail... notice how the force is set to very low... and the character still flies in the air... I am not thrilled that this is happening. Perhaps this should be a WARNING in the manual... or you can add an option in Physics for "real world" to UFE so I don't have to rescale my models.

http://i.giphy.com/3oriOhmHIACPRFO5by.gif

Re: Project Champion

This has obviously been very frustrating for you. My approach to UFE has been to add everything I use into the existing UFE stage so as to compare them.  I cannibalized the floor plane even. I resized my characters based on how they compared to the existing UFE characters in game. Clearly not your approach as you focus on creating (gorgeous) assets first and foremost.  Still I would recommend dragging and dropping your assets directly into an otherwise empty scene with the training room prefab and adjusting it to fit around that.

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