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.

Moves, effects and focus1.3

How a lock starts, lets go and moves to a new target; what plays on screen as it does; what the lens keeps sharp; and what gameplay hears about it.

A lock is a moment in a fight, and these settings decide how it reads: the camera swinging round or easing in, bars closing across the screen, focus pulled to the target, a sound as it takes hold. All of them are on the Lock-On Preset.

Coming in and letting go#

Framing Blend Time is the lock's one clock. The framing, the lock's camera and its aim all take that long to come in and that long to go, so the lock arrives as one move. A lock that changes the camera's style, one of its camera and yours holding its angle and the other turning, runs on Changing Camera Style Takes instead, since a crane from behind you to overhead covers several times the ground.

Time Follows The Turn, just under Framing Blend Time, makes the clock longer the further the camera has to turn, so a lock onto someone behind you doesn't whip round in the time a lock straight ahead takes. The camera turns at Turning At, in degrees a second, never quicker than Framing Blend Time and never longer than No Longer Than. The turn is measured to where the shot settles with the two of you on your spots, which on most presets is a little past the target, so the pace holds whichever way round they are. Letting go doesn't turn the camera, so it keeps Framing Blend Time. It's on for every preset; switch it off for a lock that should always take the same time.

What the eye follows as a lock comes in is the target, so the turn carries the target across the picture to its spot in one move, from wherever it stood, on the lock's clock. A lens narrowing as the camera turns would otherwise push an off-centre target outwards, and the camera swinging round you would carry it the same way, so it would stall, or even drift the wrong way, before sweeping to its spot.

Lock InThe camera
Ease In From Where It IsEases from wherever it is into the lock's framing.
Swing Behind You FirstTurns to look at the target past you over Swing Takes, then eases into the framing.
Dolly Zoom RevealEases in while the lens plays a dolly zoom: one of you stays the same size and the world behind warps.
Lock OutThe camera
Stay And Hand BackEases back to the normal camera from where it is, handing you the view on screen.
Swing Behind YouSwings round behind you as it eases out.
Hold On The Last TargetKeeps the last target framed for Hold For seconds first, to watch a kill land.

A dolly zoom moves the camera and the lens together so that one of you stays the same size while the world behind warps. Lens Changes Over The Zoom, on by default, makes the lock's own change of lens the zoom: the lens goes from yours to the lock's over the whole of Dolly Zoom Takes, starting the moment the lock does, and the size the framing gives you goes with it, so the camera backs away or comes in the whole time and never doubles back. Standoff is that alone: from the third-person camera's 80 degrees to its 45, over 2 seconds. Off, the lens changes over the lock's blend with the rest of the shot.

Dolly Zoom swings the lens out and back on top, degrees. The swing out takes the lock's blend as a lock starts (a quarter of the time on a new target), the way back takes the rest of Dolly Zoom Takes, and the slow way back is the part you see. Positive widens first, so the camera then backs away as the lens narrows and the world behind closes in; negative narrows first, so the camera then comes in as the lens widens and the world falls away. Cinematic Action widens by 25 degrees first, since its lens barely changes. Dolly Zoom Holds says which of you stays the same size. Lens Kick On Lock is a short kick of the lens as a lock takes hold.

Go deeperWhy the lock's change of lens is the zoom

Standoff used to swing its lens out by exactly the change its lock made, 35 degrees, over the lock's blend, so the two would cancel and the lens hold still until the zoom proper set off. They never quite cancelled: a lock's camera blends the width the lens takes in, not its angle, so the lens dipped to 67 degrees and came back to 80 before the zoom started, nearly half a second in, and the camera came in before it backed away. Carried by the zoom, the lens starts with the lock and goes one way, and it starts from whatever lens you had, not only the 80 degrees the swing was sized for.

A new target#

New TargetThe camera
BlendGlides over to the new target.
Whip PanWhips round over Whip Takes, with a kick of the lens and a streak of motion blur.
CutCuts straight to the new framing.
Dolly ZoomGlides, and plays the dolly zoom again.

When the new target puts the camera on the other side of the line, the crossing and the glide go on the same clock, so the camera comes round once rather than swinging out and back.

Effects#

Each part of a lock can play an effect:

PartPlays
As The Lock StartsOnce, as a lock starts, over While Locked
While LockedRises as a lock starts, holds for as long as it lasts, falls as it ends
As The Lock EndsOnce, as a lock ends
On A New TargetOnce, each time the lock moves to a new target
When The Lock BreaksIn place of As The Lock Ends, when the target got too far away or out of sight
When The Target Is LostIn place of As The Lock Ends, when the target died or was destroyed
On Named EventsWhen gameplay plays it by name

As One Envelope makes While Locked the whole of it: it rises as the lock starts and falls as it ends, and the start and end effects don't play.

Each effect Rises Over, Holds For and Falls Over its own times, along an optional Shape, at a Strength. What it plays can be any mix of three things. A look laid over the picture: a grade at its weight, and post-process materials whose parameters it fades from Off to On. A Letterbox, bars across the top and bottom. And Highlight The Target, which draws the target into custom depth so a material can keep it in colour or outline it (it needs Custom Depth-Stencil Pass set to Enabled With Stencil in your rendering settings).

Everything an effect plays is scaled by the player's Lock-On Effects comfort setting.

Show The Effects in the preset's Shot Preview plays them over the diagram at any moment of a made-up lock, scrubbed or played through, ended whichever way you pick. The test suite holds its bars to the game's, frame for frame.

Go deeperWhy 0.128 for the bars

The widest film frame is 2.39:1. On a 16:9 screen, a 2.39:1 picture is 16/9 ÷ 2.39 = 0.744 of the screen's height, which leaves 0.256 for the bars, 0.128 each. That's Each Bar Covers' default, and what the shipped presets that letterbox use.

Focus#

Focus On is what the lens keeps sharp while locked: The Camera's Own (whatever its rig keeps sharp, if anything), The Target, You, Both Of You, Whichever Is Nearer, Whichever Is Further, A Set Distance (At so many centimetres), or Nothing. It's the same list a point of interest focuses from, in the same words. Rack is how focus moves: Realistic Pull like a person pulling focus, a beat late and a touch too far, Slow Drift, or Snap. Rack Takes is roughly how long.

Stop Down For Both also closes the aperture until you're both sharp, no further than Close No Further Than. Keep The Exposure raises exposure to match as it closes, for manual exposure.

Focus On Named Events changes focus for a named event: a parry pulling focus to the blade, held for Holds For seconds.

Hooks#

Hooks run actions as a lock starts, moves to a new target, ends, breaks or loses its target, and as a group closes in or thins out. Four actions come with the plugin: Play A Sound, Spawn An Effect, Fire A Camera Event and Tell Lock-On Listeners, which calls the lock-on listener interface on any actor or component that implements it. First Time Only and At Most limit how often one runs. A Lock-On Target's Effects From plays another preset's effects and hooks for that target alone: a boss's own entrance.

Markers#

Markers on a preset put a mark over the locked target, and, if you like, over the next target and the other targets you could take. The next target is the one a lock would take while nothing is locked, and the next one either side while something is. Markers sit on screen by default and in the world on request. A duel can switch them off.

A look for each kind#

Each kind of marker has a look of its own: Locked Target, Next Target and Other Targets. A look can have its own Widget, Image, Shape, Size and Colour, and anything it leaves empty uses the markers' own. A Lock-On Target's Marker gives one target a picture or a widget of its own, which wins over both.

Without a widget or a picture the plugin draws the marker itself, and Style picks a shape for every kind at once:

StyleLocked targetNext targetOther targets
BracketsCorner bracketsA diamond, chevrons either sideSmall diamonds
ReticleA reticleRingsDots
PointerAn arrow overheadAn arrow, chevrons either sideDots
MinimalA dotDotsSmall dots

A look's own Shape overrides the style for its kind: Corner Brackets, Reticle, Ring, Diamond, Dot, Chevron or Arrow Overhead.

Where it sits#

Place At says where on the target each kind's marker sits:

Place AtWhere
From The ShapeOver the head for an arrow, or a chevron pointing down; on the lock point for any other shape
On The Lock PointWhere the lock aims: the point it's on, or the first
Over The HeadOn top of the target, the marker's bottom edge on the top of its body
On The Middle Of The BodyThe middle of its body
At The FeetWhere it stands

The body is the box the lock frames the target by: its bounds, or the Width and Height set on its Lock-On Target. From there, Offset moves the marker in centimetres the way the camera sees it: X towards the camera, Y to the right and Z up. Screen Offset moves it across the picture as well, in pixels on screen and centimetres in the world. A Lock-On Target with a marker Socket of its own keeps its marker on that socket whatever Place At says, and its own Offset moves it from wherever it sits.

Moves#

Each look moves at four moments. As It Arrives plays as the marker appears, or as the lock is made on the locked target. As The Lock Moves To It plays on the locked target's look when the lock switches to it from another. While It's Shown plays over and over. As It Goes plays as the marker leaves, or as the lock lets go. Each moment takes a built-in move with its Amount and Time (a loop has a Period), a Widget Animation of your own by name, or both.

The same Amount is pixels to one move and a share of the marker's size to another, so picking a move fills in its own Amount and Time, the ones in the tables below, and the panel names Amount for what it is to the move picked: Drops From so many pixels, Rocks By so many degrees. Pixels are centimetres for a marker drawn in the world.

Moves onceWhat it doesAmountPicked, it starts at
Size PopSwells and settles backHow much bigger, 0.25 for a quarter0.35 over 0.25 s
Close InStarts big and closes in on the targetHow much bigger it starts0.25 over 0.22 s
Grow InGrows from nothing with a little overshootThe overshoot0.1 over 0.2 s
SlamLands hard from big, with a reboundHow much bigger it starts0.9 over 0.4 s
WiggleRocks side to side and settlesDegrees12 over 0.35 s
ShakeJolts about and settlesPixels6 over 0.3 s
SpinTurns roundWhole turns1 over 0.3 s
Drop InDrops in from above and bouncesPixels above28 over 0.45 s
BlinkBlinks off and on twiceHow far it dims1 over 0.4 s
SquashSquashes and stretches like a ball landingHow far0.2 over 0.3 s
Shrink AwayShrinks to nothing, for a marker goingHow much of it goes1 over 0.15 s
BurstSwells as it fades, for a marker goingHow much bigger it grows0.6 over 0.25 s
Over and overWhat it doesAmountPicked, it starts at
PulseSwells and eases backHow much bigger0.12 every 0.9 s
HeartbeatTwo quick swells and a restHow much bigger0.1 every second
BreatheFades a little and backHow far it fades0.35 every 1.6 s
BobFloats up and downPixels4 every 1.1 s
SwayRocks gently side to sideDegrees6 every 2.2 s
SpinTurns round and roundTurns a round, negative the other way1 every 3 s
BlinkDims for a moment each roundHow far0.8 every 1.5 s
HoverDrifts round a small circleIts radius, pixels4 every 2 s

Feels#

Feel fills every kind's moves in at once, as a starting point. Change any move after and the feel becomes Custom.

FeelLocked targetNext target
StillNothing moves; markers only fade
CleanCloses in as you lock, and a little on a switchGrows in and breathes
SnappyA size pop as you lock, a wiggle on a switch, shrinks away as it goesPops in and pulses
ArcadeSlams in with a heartbeat, spins on a switch, bursts as it goesDrops in and bobs; the others grow in and sway
CinematicCloses in slowly from wide and breathes, bursts softly as it goesBreathes slowly
HeavyLands hard, shakes on a switch, a slow heartbeatSquashes in and pulses slowly

Snappy is the default.

Edits made while the game runs reach the markers already up. A loop changes as you change it, carrying on from where it was, and an arrival or a switch you change plays again once you stop changing it, so you can watch a move as you tune it without locking on again.

Your own widget#

A Widget Blueprint made from Blendable Lock-On Marker draws its own layout. The animations you name at each moment play on it, and its events fire as things happen: On Shown, On Locked, On Switched To, On Let Go and On Hiding. Kind, Target and Last Moment say which marker it is and what last happened to it. Play Move and Set Loop play the built-in moves on it from a Blueprint, laid over the moves its look already has.

Go deeperWhy moves never jump

A move cut short by the next one lets go over a tenth of a second rather than vanishing, and a new loop takes over from the old one over a quarter. A loop given a new length carries on from the same point in its round. Every one-off move ends exactly at rest, so the marker settles where it was put. The two that end with the marker gone, Shrink Away and Burst, hold there, and the marker's fade waits for them to finish instead of cutting them short.