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[GH-1792] Add Kenzu Character #1793
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Motivation
The objective for this PR is for the VFX's team to be able to reference Kenzu's model and animations to start working on it's effects.
Summary of changes
VFX_Kenzu_test_scene
was added to test all the animations.To check out the animations you have to enter the previously referenced scene on play mode, in it's hierarchy select the animator inside the
Kenzu
model inVFX_Kenzu_test_scene/Kenzu/CharacterModelAnchor/
, with the animator screen open you can tweak the parameters to trigger each animation. Keep in mind there are duplicated states for the basic attack, block and pounce animations, since our backend and client don't support these "combo" styled skills we added a way to try these animations, for this use theBasic_Test
andBlocking_Test
parameters, while theWalking
andSkill3
work for both the test and in game functionality.For the basic attacks the idea is to have a 3 part combo where the attacks are sequenced, while it can be exited after the first or the second attack without performing the remaining part of the combo, you can't execute the second or third attack without performing the previous ones first. Toggling
Basic_Test
will take you through the full 3 part combo.The blocking/pounce is slightly more complicated, there is an initial start block animation performed when turning on
Blocking_Test
, where the character raises it's weapon, after it's finished it keeps the weapon up and enters and enters a blocking in place or a block while walking animation depending on theWalking
parameter. TurningBlocking_Test
off represents another character hitting Kenzu, which when struck during the blocking stance performs a pounce on the attacking enemy.