Pighaus Games Docs

These docs describe Fixed Angles and Blendshot, the next update, in development: everything in 1.3 and what it adds. 1.3 is in testing: read its docs.

BlendshotBlendshot

Finishers and kill cams. Camera shots keyed in Level Sequences that take over from your camera as a takedown starts or a projectile flies, slow the world for the moment that matters, and hand back without a cut.

A takedown lands, or an arrow leaves the bow, and for a couple of seconds the game turns into a film. That's Blendshot. A shot is an ordinary Level Sequence with a camera in it, keyed once. Blendshot plays it on whoever's involved, wherever they're standing, keeps its camera out of the walls round them, and blends back to your camera as if it had never left.

A pistol shot down a woodland ride: over the shoulder, behind the bullet all the way, and the hit from the side.

It comes in two kinds:

  • Finishers.

    Shots for two people meeting: a takedown, a finishing move, an execution. A finisher starts by itself when the attacker's animation starts, keyed from where they stand and in time with the blows.

  • Kill cams.

    Shots that ride a projectile from the shooter to the one it kills: an arrow, a bullet, a thrown knife, a spell. Each is in three parts, the release, the flight and the impact, so one shot works over any distance.

What ships#

There are shots to start from in Blendable Content › Blendshot. None of them points at anything outside the plugin, so they work in any project: no animations named, no sounds, no effects you'd need another plugin for.

AssetWhat it is
Finisher_Takedownfour shots for any takedown: High Angle, Low Hero, Over The Shoulder and Side Orbit. It starts by itself on any animation with Takedown, Finisher or Execution in its name
Finisher_LastFoetwo endings for the last foe of a fight, Slow Fall and Crane Away
KillCam_BulletChase, Orbit and From The Target, riding the bullet Blendable sends down a hitscan shot
KillCam_ArrowChase, Alongside and From The Target
KillCam_ThrownAlongside, Orbit and Chase, for a knife or anything else that's thrown
KillCam_SpellChase, Orbit and From The Target

Finishers and Kill cams have the details, and every kill cam shot on film.

The Blendshot component#

Add a Blendshot component to the character whose shots they are: the one doing the takedown, or the one firing. Give it your finishers under Finishers and your kill cams under Kill Cams.

That's all a finisher needs. With Start When The Animation Plays on, the component listens for its character's animations starting, and when a finisher has a shot for that animation, it plays it on whoever started the other half at the same moment. Nothing goes in your montages and nothing in your Blueprints.

A kill cam needs one call, because only your game knows a shot is going to kill:

NodeWhat it does
Play Kill Camrides a projectile your game has fired, an arrow, a knife, a spell. Call it as the projectile's released, with whoever it's going to kill
Send A Bulletfor a hitscan shot, which has nothing in it to follow: sends a bullet you can see down the shot's line and rides that
Play Finisherplays a finisher on someone, for one you'd rather start yourself
Set Last Foe and Last Foe Downtell Blendshot who the fight's last foe is, and that they're down, for the endings
Stop Finisherstops whatever's playing and hands straight back
Kill Cam Impacttells a kill cam its projectile has hit, for a hit it wouldn't see by itself

On Finisher Started, On Finisher Ended, On Kill Cam Started and On Kill Cam Ended tell your game when one begins and when it's handed back, so you can hide the HUD, mute the music or start a slow clap.

While a shot plays on the player's own screen, their input is held: nothing they press reaches their character, so it isn't walked or turned under the shot, and everything comes back as the shot hands back.

SettingWhat it does
Holds Their Inputon, the default, holds the player's input while a shot plays on their screen. Off, they can move and look as it plays
Keeps Heldinput actions held down as a shot starts that stay held all through it: Aim for a bow, so a drawn bow stays drawn. One let go of during the shot is let go of as it ends, an ordinary release

Handing over and back#

While a shot plays, its sequence's camera is the view. Your own camera carries on underneath, on a stripped-back takedown rig: the rig you were on with only where it sits, its lens, its collision and its see-through, and nothing that moves it by itself. A lock-on's framing, a point of interest, a wobble from a shake: none of it reaches the camera underneath, so the blend back lands on something still. Then your camera eases into the rig after.

SettingWhat it does
Blend In Timehow long the shot takes to blend in from your camera: 0.25 seconds by default, 0 cuts
Hand BackBlend, Facing The Next Foe, the default, turns your camera towards the nearest foe still standing as it blends back. Blend Back As It Was returns to the view you left. Cut Back cuts
Hand Back Timehow long the blend back takes, finishing as the shot ends: 0.6 seconds
Next Foe Withinhow far off a foe can be and still be the one you're turned towards: 20 metres
Takedown Rig Underneathon, the default, as above. Off, the blend back lands on your rig as it is
Then Hand Back Toa rig to ease into afterwards, made the one you stand on, in place of the rig from before
Ease Back Overhow long your camera takes to ease from the takedown rig into the rig after

Walls#

Before a shot plays, Blendshot reads its camera's path out of the sequence, lays it down where it's about to play and checks it against the level. A shot that would put its camera in a wall, or lose sight of who it's on, goes down a list, each step a switch:

In orderWhat happens
Mirror The Shotplays it mirrored, from the other side of the attacker's forward line, when that's clear
Try The Othersfailing that, another shot that fits and is clear
Push The Camera Outfailing that, plays the one picked anyway, its camera pushed out of whatever it goes into, towards who it's on. It does this for every shot as it plays, in case something's moved since the check
Stay On Play's Camerafailing that, nothing plays and it all happens on your own camera

Must See Them counts a shot as clear only if whoever it's on can be seen from its camera too, for Seen For of the shot, 85% by default. See Through To Them opens up anything between the camera and them with your rig's own see-through, so a pillar between you doesn't make a shot fail. Mirrored By Chance plays a clear shot mirrored anyway now and then, for more out of the same shots. Advanced settings choose what counts as a wall: the channel, whether people standing about do, and tags that never do.

Blendable.Blendshot.ShowChecks 1 draws every check in the level as it's made, and with LogBlendable at Verbose the log says why each shot was or wasn't clear.

How often#

Every time, to start with. Three rules narrow it down, and they combine:

SettingWhat it does
Chancehow likely it is to play when it could, as a percentage
Cooldownnot again until this long after the last one, in seconds of real time
The Last Foethe fight's last foe, as Set Last Foe names them: Like Any Other, Always, whatever the chance and cooldown, or Only The Last Foe

So a finisher with a 20% chance and The Last Foe on Always plays now and then through a fight, and every time on the last one standing.

Multiplayer#

Plays On says whose screens a shot plays on in a networked game. The Attacker's Screen Only, the default, plays it for the attacker (a kill cam's shooter) and nobody else, and doesn't slow time, since in a networked game time is everyone's. Every Screen plays it for every player and slows the world for everyone, as the server keeps it. Played alone, a shot is always yours.

In Sequencer#

A shot is a Level Sequence with a camera and a camera cut, plus Blendable's own tracks: slow motion and hit-stop, focus and lens, letterbox bars, shot changes like a whip pan or a flash cut, framing on the people in it, shakes, and Blendable FX effects. Blendshot tracks goes through them.