Categorieën: Alle - character - animation

door Mike Ton 10 jaren geleden

449

Unity_UFE

The provided text outlines the key elements and configurations involved in creating and editing a character file for a game. It details the workflow within a project, including the use of the UFE Editor for defining MoveSets, animations, and character properties.

Unity_UFE

UFE

Editor

Move
Character
HeadLook
MoveSets

Moves

Special

Self_Applied Force

Moves can alter the transform of your character

Cinematic

Play Special Animation

Changes Camera

Pauses Game State

Basic

Hit

Blocking

Standard

(Config)

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.

AnimationType

Legacy

AnimationFlow

Mecanim

Avatar

Hitboxes

new Hitbox

HitBox Type

Low

High

(messages different animations/states)

Collision Type

No Collider

fingers, extremities. can be hit/hurt, but not deliver hit

HitCollider

hit, can overlap

BodyCollider

hit and mass. can not overlap

BodyPart

(positioning)

offset

radius

Link

(map to asset transform)

HIK_Head...HIK_Spine1

Head...Rib...

attach HitboxesScript

Transform

Appy Changes

scale, rotate and set for game context

make Prefab

pathPrefab to character file

Physics
Create Character
Global

Project

rightclick
Create/U.F.E./CharacterFile

Psylocke