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Combat Design 2 - Animation Deconstruction

  • 執筆者の写真: Wu Guanyu
    Wu Guanyu
  • 2023年2月13日
  • 読了時間: 2分

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Skeletal Mesh

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Rigged Body

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Skeleton

System will track the location information of skeleton.

Root Bone: Animations are driven by the Skeletal Mesh's Skeleton, which is composed of bones. The Root Bone is the Skeleton's foundational bone; unlike other bones, the Root Bone is not built to represent an element of the Skeletal Mesh, like a leg or arm, but rather, is a reference point for the entire skeletal structure. Some animations do not have any animation data on the Root Bone, it remains stationary and grounds the skeleton and the animation to a single point, while others animate the Root Bone to follow the animation's displacement in 3D space.

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Root Bone



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One of the many single photographic images in a motion picture.

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The number of frames on screen per unit of time.

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A drawing or shot that defines the starting and ending points of a smooth transition.

Computer will finish the interpolation during the phase, if key frames are noted.

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The number of times per second that device displays a new image.

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Use the seconds not frames as the time unit while developing.

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One block represents one frame, progressing from left to right.

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The key frames of action which will cause damage to targets.

Hit-Frame as it's called in game, or more commonly known as Hit-lag, is an effect used by a lot of action combat games that slows down either the game itself, or just the character animation, for a few frames when you land an attack.

Hit box: damage calculation will last for a bit of frames.

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System will not accept any input or command while players are executing an attack action.

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Cancel the frezze frames of combo phip precast & combo ship backswing, and these freeze frames will be replaced by high priority actions.


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Normally players are willing to cancel, which means use new actions to replace the recovery phase of former actions, in order to realize continuous attack actions.

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High-speed combats are commonly prefer the way which breaks the former action rather than mix these actions, because it will slow down the pace of combat.

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Attached on environment, objects or other characters and will not directly be involved into the calculations of attacks.

Hurt Box/ Hit Box/ Throw Box

The setup of collision boxes must based on the analysis of every characters.

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Will trigger special events in specific frames.

Hit Box Active: activate the calculation of attacks.

Attrubute: Character effect, which means the special status of characters eg. SA(Super Armor),etc.


Last of all: How to focus on combat system when we are playing games?

· How do these characters(not only the characters which players control,but ENMs) attack?

· How do these characters interact with the environments, items and each other?

· What effect will be caused by these interactions?

· Which attack actions or movements of characters will be chosen under any specific conditions?

Eg. Sekiro: high difficulty, the Al of ENMs will actively get close to players.

DMC:Emphasis the performace of the combat, the AI of ENMs will choose to surround players rather than get close.

· Why this game sucks? How to improve the gameplay?

 
 
 

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