finishers
title: Finishers group: Blendshot component: blendshot summary: Shots for two people meeting. A finisher starts itself as the attacker's takedown animation starts, keys its shots from where they stand, keeps time with the blows and plays on whoever's on the receiving end.
A Blendable Finisher is a list of shots for a takedown, a finishing move or an execution: two people, one of them having a very bad day. Give it to the attacker's Blendshot component and it plays by itself.
## How it starts
Every montage your character plays, however it was picked, starts through Unreal's own On Montage Started, and a paired takedown starts both halves on the same frame. Blendshot listens there. When the attacker's animation starts and a finisher has a shot for it, it finds whoever started the other half at that moment, within Victim Within (5 metres), and plays the shot on the two of them.
That means nothing to add to your animations and nothing to call. A motion-matched takedown that picks its montage at the last moment works exactly like one you play from a Blueprint. If you'd rather start one yourself, Play Finisher does it, and turning off Start When The Animation Plays on the component stops the listening.
A finisher starts on an animation in one of two ways:
| Setting | What it does |
|---|---|
| a shot made for it | a shot's For The Attacker's names the animation. And The Victim's narrows it to one half of a pair that shares the attacker's |
| Plays On Animations Named | any animation with one of these words in its name starts it, playing its shots that fit any animation. The shipped Finisher_Takedown has Takedown, Finisher and Execution |
| But Not Those Named | never by its name for an animation with one of these in it: the victim's half of a paired takedown, say |
## Its shots
| Setting | What it does |
|---|---|
| Sequence | the shot, a Level Sequence keyed in the finisher's own space |
| For The Attacker's | the animations it was made for. Empty fits any |
| And The Victim's | and only when the victim's playing one of these. Empty fits any |
| Weight | how likely it is to be picked over the other shots that fit |
| Keyed In Time With | the animation it was keyed against, so its beats can be laid on any other animation's |
| Keyed On | the stage it was keyed on, stand-ins playing the takedown with the shot inside. Only for keying: the game never plays it |
Picks says how it chooses between the shots that fit: At Random, by their weights, or In Turn, one after another in the order they're listed and round again. Never Twice Running keeps a random pick from repeating while there's another to play. Several shots can be made for the same attack, so a punch can have a wide shot, a close-up on the fist and a shot down the forearm, and play a different one each time.
## Where it's keyed from
Keyed From is where the shot's space sits when it plays:
| Keyed From | |
|---|---|
| The Attacker | the attacker's feet, facing the way they face. The default, and the best for paired takedowns, where the victim always ends up in the same place |
| The Victim | the victim's feet, facing the way they face |
| Between Them | halfway between them on the ground, facing from the attacker to the victim |
| The World | where the shot was keyed in the level: a set piece in one place |
## In time with the blows
Keeps Time With chooses the clock. The Animation's, the default, follows the animation that started it, so a takedown that's retimed, slowed or cut short takes its shot with it. Its Own runs from the moment it starts.
A shot made for one takedown would drift on another whose punches land at different times. So a shot carries its own beats: marked frames named Hit (Hit, Hit 1, Hit 2 and so on) where its blows land. The animation's beats come from Hits Are Notifies Named, notifies on the animation or its montage. Played on an animation with beats of its own, the shot is stretched between them, so the slow motion arrives on the punch whichever takedown plays. A shot keyed against a particular animation can name it in Keyed In Time With instead, and that animation's notifies are its beats.
## Framing the people in it
The Blendable Framing track keeps one or two people on spots of the screen whatever the takedown, rather than trusting a keyed camera to find them. Point it at the Attacker or the Victim, at a socket of theirs if you like (First Socket, a hand, a head), and say where on screen they go. A camera can also be keyed from one of them with Camera Keyed From, at Keyed From Their Socket: a camera keyed a hand's breadth from the victim's head, facing the fist, looks straight down the punch in any takedown. Keyed Facing chooses which way it faces: the way they face, level towards the first or the second, or straight at them, tilting as they move. Keyed from the attacker's elbow, straight at the fist, a camera rides the forearm all the way in.
## Making one
Right-click one or more takedown animations and choose New Blendshot Finisher. You get a finisher with a shot to key for each animation, and a stage to key it on: stand-ins playing the takedown, the victim's half found by name (an animation ending _A gets the one ending _V). Key the camera on the stage, play it back, and the finisher's ready.
The people in a shot are bindings tagged Attacker and Victim, which Blendshot binds to the real two as it plays. Add Blendshot People in the Blendable editor library adds them to a sequence you made yourself.
## The last foe
Finisher_LastFoe is the ending for a fight. Your game says who the last foe is with Set Last Foe, and when they're down, however that happened, Last Foe Down plays a finisher on them as the fight's ending, unless a shot's already played on them. Any finisher can treat the last foe specially with The Last Foe under How Often.