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Animation Joint Colliders
Sleys edited this page Jul 31, 2026
·
2 revisions
Joint Colliders define the hitboxes used during an attack phase.
Each collider is attached to an armature joint, allowing hit detection to follow the weapon or body part throughout the animation.
Colliders may either use Epic Fight's default collider or define a completely custom collision box.
"colliders": [
...
]| Field | Type | Description |
|---|---|---|
joint |
String | Armature joint used by the collider. |
collider |
Object | Optional custom collider definition. |
If collider is omitted, Epic Fight's default weapon collider is used.
| Field | Type | Description |
|---|---|---|
vertex |
Vec3 | Half-size of the collision box. |
center |
Vec3 | Local center offset of the collider. |
| array_length | Integer | Creates a Multi OBB collider with the specified number of collision boxes. |
{
"joint": "Tool_R"
}{
"joint": "Tool_R",
"collider": {
"vertex": [0.2, 0.8, 0.2],
"center": [0.0, 0.4, 0.0]
}
}{
"joint": "Tool_R",
"collider": {
"array_length": 4,
"vertex": [0.2, 0.4, 0.2],
"center": [0.0, 0.2, 0.0]
}
}{
"type": "dash_attack",
"transition_time": 0.05,
"animation": "biped/combat/greatsword_dual_dash",
"armature": "epicfight:entity/biped",
"basis_attack_speed": 0.75,
"fixed_move_distance": false,
"phases": [
{
"antic": 0.0,
"pre_delay": 0.2,
"contact": 0.4,
"recovery": 0.45,
"hand": "off_hand",
"properties": {
"particle": "epicfight:hit_blunt",
"hit_sound": "epicfight:entity.hit.blunt",
"stun_type": "hold",
"damage": 0.25,
"impact": 1.5
},
"colliders": [
{
"joint": "Chest",
"collider": {
"array_length": 3,
"vertex": [0.5, 0.5, 0.5],
"center": [0.0, 0.65, -0.3]
}
}
]
}
]
}- Joint names must exist in the animation armature.
- Invalid joint names will cause the animation to fail during loading.
- Omitting collider uses Epic Fight's default weapon collider.
- Specifying array_length creates a Multi OBB Collider; otherwise, a standard OBB Collider is created.
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