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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.


📋 Property Name

"colliders": [
    ...
]

📚 Joint Collider Parameters

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.


📦 Collider Parameters

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.

✨ Default Collider

{
  "joint": "Tool_R"
}

📦 Custom OBB Collider

{
  "joint": "Tool_R",
  "collider": {
    "vertex": [0.2, 0.8, 0.2],
    "center": [0.0, 0.4, 0.0]
  }
}

📦 Custom OBB Collider

{
  "joint": "Tool_R",
  "collider": {
    "array_length": 4,
    "vertex": [0.2, 0.4, 0.2],
    "center": [0.0, 0.2, 0.0]
  }
}

📄 Full Example

{
  "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]
          }
        }
      ]
    }
  ]
}

⚠️ IMPORTANT NOTES

  • 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.

EF: Extended Datapacks

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👁️ Visuals

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