Unity Products:Amplify Animation Pack/AnimCat and Unity Products:Amplify Color/Masking: Difference between pages

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<span style="font-size: 120%;">[https://u3d.as/2HjE Product Page] - [[Unity_Products:Amplify_Animation_Pack/Manual| Manual]] - [[Unity_Products:Amplify_Animation_Pack/AnimCat| Animation Catalogue]]</span>
{| style="width: 920px; horizontal-align: left;"  
|


This sample demonstrates how to generate dynamic masks when using Amplify Color. Unfortunately, although Amplify Color is fully compatible with VR, the current sample is not.


<span style="font-size: 120%;">[[Unreal_Products:Amplify_Animation_Pack/Manual| Manual]] - [[Unreal_Products:Amplify_Animation_Pack/AnimCat| Animation Catalogue]]</span>
[http://wiki.amplify.pt/images/wp-content/download/AmplifyColorMaskSample.zip Dynamic Mask]


==Definitions==
Once you open the project, you’ll note that it works by using a second camera to render objects on a “Color Mask” layer using a very simple unlit color shader, e.g. white on black background (or vice versa), into a “Color Mask” Render Texture. This texture is assigned to the Mask property of Amplify Color, in order for the effect to work.
{|
|-
| '''R'''- Right || '''Up''' - Up || '''Fwd''' - Forward || '''RA''' - Right Arm
|-
| '''L''' - Left || '''Dn''' - Down || '''Bwd''' - Backward || '''LA''' - Left Arm
|}


==Locomotion==
http://wiki.amplify.pt/images/wp-content/uploads/2014/02/ColorMask.jpg
<br>


{| class="mw-collapsible mw-collapsed wikitable"
Depth masking can be enabled directly in the Amplify Color camera component, there is no need to use additional packages. Simply adjust the curve as you would with any other tweakable effect to achieve depth based color grade masking.
! Idle
|-
|Turn_L_90
|-
|Turn_R_90
|-
|Turn_L_180
|-
|Turn_R_180
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Walk
|-
|Walk_Fwd
|-
|Walk_Fwd_L
|-
|Walk_Fwd_R
|-
|Walk_Bwd
|-
|Walk_Bwd_L
|-
|Walk_Bwd_R
|-
|Walk_L
|-
|Walk_R
|-
|Walk_Turn_R
|-
|Walk_Turn_L
|-
|Walk_Settle
|-
|Walk_Hardturn_180
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Run
|-
|Run_Fwd
|-
|Run_Fwd_R
|-
|Run_Fwd_L
|-
|Run_L
|-
|Run_R
|-
|Run_Settle
|-
|Run_Hardturn_180
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Sprint
|-
|Sprint_Fwd
|-
|Sprint_Fwd_L
|-
|Sprint_Fwd_R
|-
|Sprint_L
|-
|Sprint_R
|-
|Sprint_Settle
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Crouch
|-
|Crouch_Idle
|-
|Crouch_Walk_R
|-
|Crouch_Walk_L
|-
|Crouch_Walk_Fwd_R
|-
|Crouch_Walk_Fwd_L
|-
|Crouch_Walk_Fwd
|-
|Crouch_Walk_Bwd_R
|-
|Crouch_Walk_Bwd_L
|-
|Crouch_Walk_Bwd
|-
|Crouch_Turn_R_90
|-
|Crouch_Turn_L_90
|-
|Crouch_Turn_180
|-
|Crouch_Settle
|-
|Crouch_Hardturn_180
|-
|Crouch_Crawling
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Crawling
|-
|Crawling_Idle
|-
|Crawling_BarrelRoll_L
|-
|Crawling_BarrelRoll_R
|-
|Crawling_Crouch
|-
|Crawling_Walk_Fwd
|-
|Crawling_Walk_Bwd
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Strafe
|-
|Strf_Fwd_R_45
|-
|Strf_Fwd_R
|-
|Strf_Fwd_L_45
|-
|Strf_Fwd_L
|-
|Strf_Fwd
|-
|Strf_Bwd_R_45
|-
|Strf_Bwd_R
|-
|Strf_Bwd_L_45
|-
|Strf_Bwd_L
|-
|Strf_Bwd
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Jump
|-
|Jump_Fwd
|-
|Jump_in_Place
|-
|Jump_in_Place_Loop
|-
|Jump_in_Place_Still
|-
|Jump_in_Place_Loop_Still
|-
|Jump_Exit
|-
|Jump_Loop
|-
|Jump_Enter
|-
|Jump_Fwd_Land_Run
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Obstacle
|-
|Obstacle_Bump
|-
|Obstacle_Climb_Loop
|-
|Obstacle_Climb_onTop
|-
|Obstacle_Climb_Start
|-
|Obstacle_Climb_Down
|-
|Obstacle_ClimbM
|-
|Obstacle_Corner_Inside_L
|-
|Obstacle_Corner_Inside_R
|-
|Obstacle_Corner_Outside_L
|-
|Obstacle_Corner_Outside_R
|-
|Obstacle_Drop_Loop
|-
|Obstacle_Ledge_Unbalance
|-
|Obstacle_Move_L
|-
|Obstacle_Move_R
|-
|Obstacle_Vault
|}
 
==Ladder==


{| class="mw-collapsible mw-collapsed wikitable"
http://wiki.amplify.pt/images/wp-content/uploads/2015/09/DepthMask.jpg
! Ladder
<br>
|-
|Ladder_Ascend_Loop
|-
|Ladder_Descend_Loop
|-
|Ladder_Enter_Back_Dnm
|-
|Ladder_Enter_Dn
|-
|Ladder_Enter_Up
|-
|Ladder_Exit_Dn
|-
|Ladder_Exit_Up
|-
|Ladder_Idle
|-
|Ladder_Slide_Enter
|-
|Ladder_Slide_Exit
|-
|Ladder_Slide_Loop
|}
 
==Weapons==
 
{| class="mw-collapsible mw-collapsed wikitable"
! Bow
|-
|Bow_Aim
|-
|Bow_Release
|}
 
{| class="mw-collapsible mw-collapsed wikitable"
! Modern
|-
|Variations for Walk, Run, etc, with Assault Riffle, Hand Gun and Bow (+300 Animation Sequences)
|}
 
==Combat==
 
{| class="mw-collapsible mw-collapsed wikitable"
! Dodge
|-
|Dodge_R
|-
|Dodge_L
|-
|Dodge_Fwd_R
|-
|Dodge_Fwd_L
|-
|Dodge_Fwd
|-
|Dodge_Bwd_R
|-
|Dodge_Bwd_L
|-
|Dodge_Bwd
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Roll
|-
|Roll_R
|-
|Roll_L
|-
|Roll_Fwd_R
|-
|Roll_Fwd_L
|-
|Roll_Fwd
|-
|Roll_Bwd_R
|-
|Roll_Bwd_L
|-
|Roll_Bwd
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Punch_
|-
|Punch_L
|-
|Punch_R
|-
|Punch_Heavy
|-
|Plunge
|-
|Plunge_Idle
|-
|ThrowObject
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Hit
|-
|Hit_Bwd
|-
|Hit_Fwd
|-
|Hit_L
|-
|Hit_R
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Death
|-
|Death_Bwd
|-
|Death_Fwd
|-
|Death_L
|-
|Death_R
|}
 
==Driving==
 
{| class="mw-collapsible mw-collapsed wikitable"
! Base Car Interaction
|-
|Car_Enter_L
|-
|Car_Enter_R
|-
|Car_Exit_L
|-
|Car_Exit_R
|-
|Car_Idle_L
|-
|Car_Idle_R
|}
 
==Boating==
 
{| class="mw-collapsible mw-collapsed wikitable"
! Kayak
|-
|Kayak Enter
|-
|Kayak Exit
|-
|Kayak Climb
|-
|Kayak Idle
|-
|Kayak Move Fwd
|-
|Kayak Move Bwd
|-
|Kayak Turn L
|-
|Kayak Turn R
|}
 
{| class="mw-collapsible mw-collapsed wikitable"
! Gondola
|-
|Gondola Enter
|-
|Gondola Exit
|-
|Gondola Climb
|-
|Gondola Idle
|-
|Gondola Move Fwd
|-
|Gondola Move Bwd
|-
|Gondola Turn L
|-
|Gondola Turn R
|}
 
{| class="mw-collapsible mw-collapsed wikitable"
! Sailing Boat
|-
|Sail Enter
|-
|Sail Exit
|-
|Sail Climb
|-
|Sail Idle
|-
|Sail Turn L Enter
|-
|Sail Turn L Loop
|-
|Sail Turn L Exit
|-
|Sail Turn R Enter
|-
|Sail Turn R  Loop
|-
|Sail Turn R Exit
|}
 
{| class="mw-collapsible mw-collapsed wikitable"
! Paddle Boat
|-
|Boat Enter
|-
|Boat Exit
|-
|Boat Climb
|-
|Boat Idle
|-
|Boat Turn L
|-
|Boat Turn L
|-
|Boat Turn L
|-
|Boat Turn R
|-
|Boat Turn R
|-
|Boat Turn R
|}
 
{| class="mw-collapsible mw-collapsed wikitable"
! Rowing Boat
|-
|Rowing Enter
|-
|Rowing Exit
|-
|Rowing Climb
|-
|Rowing Idle
|-
|Rowing Fwd
|-
|Rowing Bwd
|-
|Rowing Turn L
|-
|Rowing Turn R
|}
 
==Interactions==
 
{| class="mw-collapsible mw-collapsed wikitable"
! Misc Interactions
|-
|Drink
|-
|Grab_item
|-
|Heal_bandages
|-
|Knock_on_door
|-
|Lever_Floor_Pull
|-
|Lever_Floor_Push
|-
|Lever_Wall_Pull
|-
|Lever_Wall_Push
|-
|Open_Door_UpperBody
|-
|Open_Door_Outside
|-
|Close_Door_Outside
|-
|Close_Door_Inside
|-
|Open_Door_Inside
|-
|Pick_Fwd
|-
|Pick_L
|-
|Pick_R
|-
|Press_Button
|-
|Press_Loop
|-
|Push_Enter
|-
|Push_Start
|-
|Push_Loop
|-
|Push_End
|-
|Push_Exit
|-
|Push_Idle
|-
|Push_Idle_inPlace
|-
|Push_loop
|}
 
==Climb==
 
{| class="mw-collapsible mw-collapsed wikitable"
! Wall
|-
|WallPoints_Idle
|-
|WallPoints_Aim_Bwd
|-
|WallPoints_Aim_Dn_LA
|-
|WallPoints_Aim_Dn_RA
|-
|WallPoints_Aim_L_LA
|-
|WallPoints_Aim_R_RA
|-
|WallPoints_Aim_Up_LA
|-
|WallPoints_Aim_Up_RA
|-
|WallPoints_Jump_Bwd
|-
|WallPoints_Jump_Dn_L
|-
|WallPoints_Jump_Dn_LA
|-
|WallPoints_Jump_Dn_R
|-
|WallPoints_Jump_Dn_RA
|-
|WallPoints_Jump_L
|-
|WallPoints_Jump_R
|-
|WallPoints_Jump_Up_L
|-
|WallPoints_Jump_Up_LA
|-
|WallPoints_Jump_Up_R
|-
|WallPoints_Jump_Up_RA
|-
|WallPoints_Release_Start
|-
|WallPoints_Release_End
|-
|WallPoints_Kick_Dn
|-
|WallPoints_Kick_Dn_L
|-
|WallPoints_Kick_Dn_R
|-
|WallPoints_Punch_L
|-
|WallPoints_Punch_R
|-
|WallPoints_Punch_Up
|-
|WallPoints_Punch_Up_L
|-
|WallPoints_Punch_Up_R
|-
|WallPoints_Hit_Dn
|-
|WallPoints_Hit_L
|-
|WallPoints_Hit_R
|-
|WallPoints_Hit_Up
|-
|WallPoints_jump_grab
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Bar
|-
|Bar_Idle
|-
|Bar_idle_2_Grab
|-
|Bar_Climb
|-
|Bar_Corner_Inside_L
|-
|Bar_Corner_Inside_R
|-
|Bar_Corner_Outside_L
|-
|Bar_Corner_Outside_R
|-
|Bar_jump_Fwd
|-
|Bar_Move_Enter_L
|-
|Bar_Move_Exit_L
|-
|Bar_Move_Loop_L
|-
|Bar_Move_Enter_R
|-
|Bar_Move_Exit_R
|-
|Bar_Move_Loop_R
|-
|Bar_Release_end
|-
|Bar_Release_start
|-
|Bar_Turn
|-
|Bar_Walk_Fwd
|-
|Bar_Walk_Idle
|-
|Bar_Walk_Turn
|-
|Bar_GoDown
|}
 
==Cover==
 
{| class="mw-collapsible mw-collapsed wikitable"
! Wall
|-
|Wallcover_Idle_L
|-
|Wallcover_Idle_R
|-
|Wallcover_CornerInside_Walk_L
|-
|Wallcover_CornerInside_Walk_R
|-
|Wallcover_CornerOutside_Walk_L
|-
|Wallcover_CornerOutside_Walk_R
|-
|Wallcover_Enter
|-
|Wallcover_Exit_Bwd_L
|-
|Wallcover_Exit_Bwd_R
|-
|Wallcover_Exit_L
|-
|Wallcover_Exit_R
|-
|Wallcover_Sneak_L
|-
|Wallcover_Sneak_R
|-
|WallCover_Sneak_Enter_L
|-
|WallCover_Sneak_Enter_R
|-
|WallCover_Sneak_Loop_L
|-
|WallCover_Sneak_Loop_R
|-
|WallCover_Sneak_Exit_L
|-
|WallCover_Sneak_Exit_R
|-
|Wallcover_ThrowObject_L
|-
|Wallcover_ThrowObject_R
|-
|Wallcover_Walk_L
|-
|Wallcover_Walk_R
|-
|Wallcover_Walk_Turn_L
|-
|Wallcover_Walk_Turn_R
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Low Wall
|-
|LowCover_Idle_L
|-
|LowCover_Idle_R
|-
|LowCover_CornerInside_Walk_L
|-
|LowCover_CornerInside_Walk_R
|-
|LowCover_CornerOutside_Walk_L
|-
|LowCover_CornerOutside_Walk_R
|-
|LowCover_Crouch_to_Stand_L
|-
|LowCover_Crouch_to_Stand_R
|-
|LowCover_Enter_Crouch_L
|-
|LowCover_Enter_Crouch_R
|-
|LowCover_Enter_L
|-
|LowCover_Enter_R
|-
|LowCover_Exit_Bwd
|-
|LowCover_Exit_Bwd_Crouch
|-
|LowCover_Exit_Bwd_Crouch_L
|-
|LowCover_Exit_Bwd_Crouch_R
|-
|LowCover_Exit_Bwd_L
|-
|LowCover_Exit_Bwd_R
|-
|LowCover_Exit_L
|-
|LowCover_Exit_L_Crouch
|-
|LowCover_Exit_R
|-
|LowCover_Exit_R_Crouch
|-
|LowCover_Sneak_Enter_L
|-
|LowCover_Sneak_Enter_R
|-
|LowCover_Sneak_Enter_Up_L
|-
|LowCover_Sneak_Enter_Up_R
|-
|LowCover_Sneak_Loop_L
|-
|LowCover_Sneak_Loop_R
|-
|LowCover_Sneak_Loop_Up_L
|-
|LowCover_Sneak_Loop_Up_R
|-
|LowCover_Sneak_Exit_L
|-
|LowCover_Sneak_Exit_R
|-
|LowCover_Sneak_Exit_Up_L
|-
|LowCover_Sneak_Exit_Up_R
|-
|LowCover_Stand_to_Crouch_L
|-
|LowCover_Stand_to_Crouch_R
|-
|LowCover_ThrowObject_Fwd
|-
|LowCover_ThrowObject_L
|-
|LowCover_ThrowObject_R
|-
|LowCover_Walk_L
|-
|LowCover_Walk_R
|-
|LowCover_Walk_Turn_L
|-
|LowCover_Walk_Turn_R
|}


==Water==
{| class="mw-collapsible mw-collapsed wikitable"
! Swim
|-
|Dive_End
|-
|Dive_Swim_Dn
|-
|Dive_Swim_fwd
|-
|Dive_Swim_L
|-
|Dive_Swim_R
|-
|Dive_Swim_Up
|-
|Dive_under
|-
|Drowning
|-
|Swim idle
|-
|Swim_Bwd
|-
|Swim_fwd
|-
|Swim_L
|-
|Swim_R
|}
|}
[[Category:Project Samples]]

Revision as of 13:45, 2 March 2017

This sample demonstrates how to generate dynamic masks when using Amplify Color. Unfortunately, although Amplify Color is fully compatible with VR, the current sample is not.

Dynamic Mask

Once you open the project, you’ll note that it works by using a second camera to render objects on a “Color Mask” layer using a very simple unlit color shader, e.g. white on black background (or vice versa), into a “Color Mask” Render Texture. This texture is assigned to the Mask property of Amplify Color, in order for the effect to work.

ColorMask.jpg

Depth masking can be enabled directly in the Amplify Color camera component, there is no need to use additional packages. Simply adjust the curve as you would with any other tweakable effect to achieve depth based color grade masking.

DepthMask.jpg