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2D RPG Quickstart

  • START 2D RPG Quickstart
  • 01 Initial Setup
  • 02 Player Setup
  • 03 Music & Scenes
  • 04 UI System Setup
  • 05 UI Boxes
  • 06 Flying Texts
  • 07 Status Values
  • 08 Status Effects
  • 09 First Abilities
  • 10 Fighter Setup
  • 11 First Enemies & Battle AI
  • 12 Battle System Setup
  • 13 Animating Battle Start and End
  • 14 Random Battles
  • 15 Animating Actions
  • 16 Player Battle HUD
  • 17 Elemental Attacks
  • 18 Animating More Actions
  • 19 Inventory & Loot
  • 20 Equipment
  • 21 Loot, Start Equipment & Viewers
  • 22 Magic Abilities
  • 23 Caster Setup
  • 24 More Enemies
  • 25 Start Menu & Save Games
  • 26 Menu Screens
  • 27 Interactions
  • 28 Item Collectors
  • END 2D RPG Quickstart

3D RPG Quickstart

  • START 3D RPG Quickstart
  • 01 Initial Setup
  • 02 Player Setup
  • 03 Music & Scenes
  • 04 UI System Setup
  • 05 UI Boxes
  • 06 Flying Texts
  • 07 Status Values
  • 08 Status Effects
  • 09 First Abilities
  • 10 Fighter Setup
  • 11 First Enemies & Battle AI
  • 12 Battle System Setup
  • 13 Animating Battle Start and End
  • 14 Random Battles
  • 15 Animating Actions
  • 16 Player Battle HUD
  • 17 Elemental Attacks
  • 18 Animating More Actions
  • 19 Inventory & Loot
  • 20 Equipment
  • 21 Loot, Start Equipment & Viewers
  • 22 Magic Abilities
  • 23 Caster Setup
  • 24 More Enemies
  • 25 Start Menu & Save Games
  • 26 Menu Screens
  • 27 Interactions
  • 28 Item Collectors
  • END 3D RPG Quickstart

Status System Setup

  • START Status System Setup
  • 01 Status Values
  • 02 Status Development
  • 03 Attack/Defence Modifiers
  • 04 Status Effects
  • 05 Formulas
  • 06 Ability & Item Types
  • 07 Abilities Part 1: Attacks
  • 08 Abilities Part 2: Support & Sabotage
  • 09 Abilities Part 3: Elemental Magic
  • 10 Items
  • 11 Equipment Part 1: Slots & Slot Set Templates
  • 12 Equipment Part 2: Weapons
  • 12.5 (Optional) Equipment Part 2.5: Weapons
  • 13 Equipment Part 3: Shields, Armor & Accessories
  • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
  • 14 Equipment Part 4: Available Equipment Templates
  • 15 Loot
  • 16 Battle AIs
  • 17 Combatants Part 1: General Settings
  • 18 Combatants Part 2: Players
  • 19 Combatants Part 3: Enemies
  • 20 Combatant Groups
  • END Status System Setup

3D RPG Playground

  • START 3D RPG Playground
  • 01 Player Setup
  • 02 Start Menu
  • 03 First Interaction
  • 04 Music
  • 05 Areas
  • 06 Collecting Items
  • 07 Displaying Equipment
  • 08 Combatant Prefabs, Icons & Portraits
  • 09 Combatant Animations
  • 10 Camera Positions
  • ANIM 01 Battle Start/End Schematics
  • ANIM 02 Use, Cast & Camera
  • ANIM 03 Abilities & Items
  • ANIM 04 Physical Attacks
  • ANIM 05 Special Actions
  • BATTLE 01 Battle Menu
  • BATTLE 02 Prepare for Battle
  • TURN 01 Turn Based Setup
  • TURN 02 Turn Order HUD
  • ATB 01 Active Time Setup
  • ATB 02 Cast Times
  • ATB 03 Timebar HUD
  • BATTLE 03 The First Battle
  • BATTLE 04 Hunting Move AI
  • BATTLE 05 Spawning Combatants
  • 11 Save Games
  • MENU 01 UI Boxes
  • MENU 02 Template HUDs
  • MENU 03 Overview Menu
  • MENU 04 Menu Screens
  • 12 Shop
  • BATTLE 06 Random Battles
  • DUNGEON 01 Enter the Dungeon
  • DUNGEON 02 The Trapdoor
  • DUNGEON 03 Enemies on Level 1 & 2
  • DUNGEON 04 Traps on Level 3
  • DUNGEON 05 Going Deeper
  • 13 Bestiary (+MENU+ANIM)
  • QUEST 01 Hunting Quests (+MENU)
  • QUEST 02 Guard NPC
  • QUEST 03 Forest Ruin Cheese
  • QUEST 04 Witch NPC with Cheese
  • QUEST 05 Quest Mark HUDs
  • 14 Research Trees (+MENU)
  • CRAFT 01 Crafting Materials
  • CRAFT 02 Crafting Recipes
  • CRAFT 03 Crafting Menu
  • CRAFT 04 Crafting Proficiency & Critical Crafting
  • CRAFT 05 Materials Loot
  • 15 Changing Choice Dialogue
  • 16 Follow Me!
  • BATTLE 07 Sequence Loot Dialogue

3D Action RPG

  • START 3D Action RPG
  • 01 Status System Setup
  • 02 Player Setup
  • 03 Player Weapon
  • 04 Player Attacks
  • 05 Enemy: Chomper
  • 06 Chomper Attack
  • 07 Hit & Death
  • 08 HUDs
  • 09 Rolling on the Floor
  • 10 Enemy: Spitter
  • 11 Spit Attack
  • 12 Potion
  • 13 Grenade
  • 14 Item HUD
  • 15 Enemy: Grenadier
  • 16 Grenadier Melee Attacks
  • 17 Grenadier Flamethrower
  • 18 Item Drops
  • END 3D Action RPG

2D Grid Battle RPG

  • START 2D Grid Battle RPG
  • 01 Player Setup
  • 02 Prefab & Music Setup
  • 03 Randomizing Combatants
  • 04 UI Setup
  • 05 Battle Start, End & Phase Schematics
  • 06 Battle System Setup
  • 07 Battle Grid Setup
  • 08 Grid Move
  • 09 Forest Battle Grid
  • 10 Battle AI
  • 11 Ability Ranges
  • 12 Death & Use Schematics
  • 13 Attack Schematic
  • 14 Shoot Schematics
  • 15 Battle Selection Interaction
  • END 2D Grid Battle RPG

Schematics

  • Simple Start Schematic
  • Battle Start Schematic
  • Battle End Schematic
  • Moving to Target and Back
  • Animating a Base Attack
  • Animating a Magic Ability
  • Grid Movement
  • Open and Close UI Animations
  • Flying Text Mover

UI Setups

  • Unity UI: Initial Setup
  • Unity UI: TextMesh Pro Setup
  • Unity UI: UI Box
  • Unity UI: Flying Text
  • Unity UI: Dragging Notification
  • Unity UI: Canvas with Screen Space Camera
  • Unity UI: Interaction HUD
  • Unity UI: Simple Player HUD
  • Unity UI: Quest HUD
  • Unity UI: Shortcuts HUD
  • Unity UI: Currency HUD
  • Unity UI: Tooltip HUD
  • Unity UI: Control HUD
  • Unity UI: Attack Modifiers
  • Unity UI: Defence Modifiers

Gameplay Bits

  • Combining Input Origins
  • Combining Status Value Flying Texts
  • Fun With Flying Text
  • HUD Effects With Conditional Schematics
  • Inventory Containers
  • Multi Interaction Controllers
  • World Space HUD
  • World Space Dialogue
  • Home
  • Guide
  • Tutorials
  • 3D RPG Playground
  • ANIM 02 Use, Cast & Camera

ANIM 02 Use, Cast & Camera

Table of Contents
  • Use Schematic
    • Combatant Animation
  • Cast Schematic
    • Combatant Animation
  • Battle View User Schematic
    • Settings
    • Block Camera Control
    • Change Variables
    • Change Camera Position
    • Change Camera Position
  • Battle View Target Schematic
    • Is Object
    • Check Variables
    • Change Camera Position
    • Change Camera Position
  • Battle View Reset
    • Check Variables
    • Stop Camera Position Fade
    • Block Camera Control
    • Initial Camera Position
  • Default Battle Animations
    • Battle Settings > Default Battle Animations
      • Ability Start Animation
      • Ability End Animation
      • Item Start Animation
      • Item End Animation
  • Save Changes

In this tutorial we’ll set up schematics to animate using abilities/items and changing camera positions.

This tutorial continues the sub-series for animating battles.

Battle actions like abilities or items are animated using schematics – and they can use multiple schematics to do so. We’ll split most of our actions into multiple schematics to have them available as modular parts to reuse and combine as needed.

We’ll now set up 3 schematics that’ll use the Front View and Front View 2 camera positions to:

  • view the user of an action
  • view the target of an action
  • reset the camera

We’ll show the user of an ability or item at the start of the action, show the target before spawning an effect on it (and calculating the outcome) and reset the camera at the end of the action.

Additionally, we’ll also set up 2 simple schematics to play the Use and Cast animation types (for using an item and casting an ability).

Use Schematic #

We’ll start with a simple schematic to play the Use animation type on the user (Machine Object).

Combatant Animation #

Add Node > Animation > Combatant > Combatant Animation

This node is used to play animation types on a combatant. The combatant will play it’s animation assigned to the type.

  • Object
    Select Machine Object.
  • Animation Type
    Select Use.
  • Wait
    Enable this setting.
  • Normalized Time
    Set to 1.
    This controls how much of the animation will be waited, 1 being the whole duration, 0.5 only half of it, etc.

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as UseAnimation.

Cast Schematic #

Similar, we’ll play the Cast animation type on the user.

Instead of creating it from scratch, edit the still open UseAnimation schematic and use Save Schematic As to save it as a new schematic.

Combatant Animation #

Change the following setting.

  • Animation Type
    Select Cast.

And that’s it for the schematic. Click on Save Schematic As … to save it, e.g. as CastAnimation.

Battle View User Schematic #

This schematic will show the user of an action. It’ll block the camera control (in case it’s allowed during battle, which it’ll be for our setup), set a local bool variable to remember that camera changes are made and change the camera using camera positions.

All schematics of an action share their local variables, so we can check for the bool variable in the other schematics if camera changes should be made. They also share an (optionally) stored initial camera position, which we’ll use to reset the camera to it’s state it had before this schematic.

Settings #

  • Store Initial Position (Camera Settings)
    Enable this setting.
    We remember the camera’s position, rotation and field of view it had at the start of this schematic.
    As said, this information is shared with all other schematics of a battle action.

Block Camera Control #

Add Node > Input > Block Camera Control

This node is used to block or unblock the camera control – we’ll block it.

  • Block/Unblock
    Enable this setting.

Change Variables #

Add Node > Value > Variable > Change Variables

This node is used to change variables, we’ll set a local bool variable to remember we changed the camera.

Click on Add Variable.

  • Change Type
    Select Variable.
  • Variable Key
    Set to useCamera.
  • Variable Origin
    Select Local.
  • Type
    Select Bool.
  • Bool Type
    Select Value.
  • Bool Value
    Enable this setting.

Change Camera Position #

Add Node > Game Object > Camera > Change Camera Position

This node uses camera positions.

We’ll set the camera using Front View.

  • Camera Position
    Select Front View.
  • Object (Target Object)
    Select Machine Object.

Change Camera Position #

Add Node > Game Object > Camera > Change Camera Position

Now we’ll fade to Front View 2.

Copy the previous Change Camera Position node and change the following settings.

  • Camera Position
    Select Front View 2.
  • Fade Position
    Enable this setting.
  • Time
    Select Value > Value.
    Set the value to 1.5.
  • Wait
    Disable this setting.

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as BattleViewUser.

Battle View Target Schematic #

Similar to the previous schematic, this time we’ll show the target – but only if the useCamera bool variable is true, and we’ll also check if user and target are the same (no need to show it agian in that case).

Create a new schematic.

Is Object #

Add Node > Game Object > Game Object > Is Object

This node is used to check if 2 objects are the same.

  • Object (Object 1)
    Select Machine Object.
  • Object (Object 2)
    Select Starting Object.

Check Variables #

Add Node > Value > Variable > Check Variable

We’ll check the useCamera bool variable.

This node is connected to the Failed slot of the Is Object node.

Click on Add Variable.

  • Variable Key
    Set to useCamera.
  • Variable Origin
    Select Local.
  • Is Valid
    Enable this setting.
  • Type
    Select Bool.

Change Camera Position #

Add Node > Game Object > Camera > Change Camera Position

We’ll target the Starting Object this time.

  • Camera Position
    Select Front View.
  • Object (Target Object)
    Select Starting Object.

Change Camera Position #

Add Node > Game Object > Camera > Change Camera Position

Now we’ll fade to Front View 2.

Copy the previous Change Camera Position node and change the following settings.

  • Camera Position
    Select Front View 2.
  • Fade Position
    Enable this setting.
  • Time
    Select Value > Value.
    Set the value to 1.5.
  • Wait
    Disable this setting.

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as BattleViewTarget.

Battle View Reset #

And finally, we’ll reset the camera if the useCamera bool variable is set.

Create a new schematic.

Check Variables #

Add Node > Value > Variable > Check Variable

We’ll check the useCamera bool variable.

Click on Add Variable.

  • Variable Key
    Set to useCamera.
  • Variable Origin
    Select Local.
  • Is Valid
    Enable this setting.
  • Type
    Select Bool.

Stop Camera Position Fade #

Add Node > Game Object > Camera > Stop Camera Position Fade

This node is used to stop any ongoing camera position fading.

No further settings.

Block Camera Control #

Add Node > Input > Block Camera Control

It’s time to unblock the camera control.

  • Block/Unblock
    Disable this setting.

Initial Camera Position #

Add Node > Game Object > Camera > Initial Camera Position

This node restores the initial camera position, rotation and field of view to the values we stored in the first schematic (since the schematics of a battle action share that information).

  • Fade Position
    Disable this setting.
    We’ll set it immediately.

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as BattleViewReset.

Default Battle Animations #

Now, we’ll use those schematics to set up some default battle animations that’ll be used before and after each ability and item (that are set up to use them, which is enabled by default).

Navigate to Combatants > Combatants > General Settings and change the following settings.

Battle Settings > Default Battle Animations #

These settings handle the default battle animations (using schematics) for special actions, e.g. a combatant’s death or escaping. Combatants can optionally override the default animations.

We’ll set up battle animations that will be used before and after each ability and item (unless they disable using them).

Ability Start Animation #

These battle animations are used before an ability’s battle animations.

We’ll view the user 50% of the time, play the cast animation and view the target (if the camera changes where used).

Click on Add Battle Animation.

  • Schematic Asset
    Select the BattleViewUser schematic.
  • Chance
    Set to 50.

Click on Add Battle Animation.

  • Schematic Asset
    Select the CastAnimation schematic.

Click on Add Battle Animation.

  • Schematic Asset
    Select the BattleViewTarget schematic.

Ability End Animation #

These battle animations are used after an ability’s battle animations.

We’ll reset the camera changes (if they where used).

Click on Add Battle Animation.

  • Schematic Asset
    Select the BattleViewReset schematic.

Item Start Animation #

These battle animations are used before an item’s battle animations.

We’ll view the user 50% of the time, play the use animation and view the target (if the camera changes where used).

Click on Add Battle Animation.

  • Schematic Asset
    Select the BattleViewUser schematic.
  • Chance
    Set to 50.

Click on Add Battle Animation.

  • Schematic Asset
    Select the UseAnimation schematic.

Click on Add Battle Animation.

  • Schematic Asset
    Select the BattleViewTarget schematic.

Item End Animation #

These battle animations are used after an item’s battle animations.

We’ll reset the camera changes (if they where used).

Click on Add Battle Animation.

  • Schematic Asset
    Select the BattleViewReset schematic.

Save Changes #

And that’s it for now.

Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.

Next, we’ll set up schematics for animating and calculating the outcome of abilities and items.

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Updated on January 22, 2022
Table of Contents
  • Use Schematic
    • Combatant Animation
  • Cast Schematic
    • Combatant Animation
  • Battle View User Schematic
    • Settings
    • Block Camera Control
    • Change Variables
    • Change Camera Position
    • Change Camera Position
  • Battle View Target Schematic
    • Is Object
    • Check Variables
    • Change Camera Position
    • Change Camera Position
  • Battle View Reset
    • Check Variables
    • Stop Camera Position Fade
    • Block Camera Control
    • Initial Camera Position
  • Default Battle Animations
    • Battle Settings > Default Battle Animations
      • Ability Start Animation
      • Ability End Animation
      • Item Start Animation
      • Item End Animation
  • Save Changes
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