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Wrestler Creator

The Wrestler Creator component is used to define wrestlers based on a humanoid 3D model.

ℹ This page is a reference. For a step-by-step guide in importing wrestlers, head to the accompanying tutorial.

Creation

You can add the Wrester Creator component to any object that also has an Animator. However, it is functional only if it also features a Humanoid avatar.

Upon creation, the component will create a game object called Scanners and populate it with Scanners.

Inspector

The Wrestler Creator features the following properties in the inspector.

Information

General information about the wrestler.

  • Name: The name of the wrestler as it would appear ingame.
  • Author: The author of the wrestler as it would appear on the Create-A-Wrestler screen.

Data

  • GUID: Unique identifier for the wrestler. Cannot be edited.

⚠ Due to a bug in Unity 6.3's search API, automatic deduplication of Wrestler Creator GUIDs is not yet functional. Therefore, for the time being, do not copy Wrestler Creator components to other wrestlers.

Setup

  • Scanner Root: Root object for the scanners. Cannot be edited.

This section also contains the Create Body Description and Reset buttons. If there are any problematic scanners, they will be listed at the bottom of the section.

Scale Factor

Scanners

A Scanner tries to find one or multiple points on the surface on the wrestler's 3D model. These points later serve for compiling the Body Description.

Scale Factor

The game uses these points for positioning wrestlers and objects when playing animations. Therefore, the more faithfully you place the scanners, the better your wrestler will work with the game.

Placement

Your main objective when importing a wrestler is to faithfully place all the scanners according to the given instructions. This should not be rushed.

The placement procedure has been implemented in a rather straightforward manner: a ray is cast towards the position of the scanner. From where (direction and distance) that ray is cast is defined only by the scanner's transform. Thus, most of the time, you will only ever need to move, rotate or scale scanners.

For each scanner, you will see accompanying arrows being shown in the Scene view. Its color depends on the state: if it is green, then it successfully hit a point on the surface of your wrestler's model, otherwise it is red. In case you switch to manual placement, it becomes cyan.

⚠ Note that a green arrow does not mean a scanner has been perfectly placed. It only means that the surface of the model was detected; you still have to consider the Instructions for proper placement.

Instructions

When you select a scanner, a little box will appear in the top left corner of the Scene view giving you instructions as to how this scanner should be placed to work best with the game.

Scale Factor

Automatic Initial Placement

There is a total of 64 scanners. To facilitate authoring, the scanners are placed automatically based on the model's rig and several heuristic. Depending on how close your model is to the reference model, the result will be more or less good. Therefore:

⚠ Do not rely solely on the automatic placement! Do check all scanners according to the instructions.

The heuristics often fail for the following scanners, ordered by the urgency at which you should double-check:

  • Index finger tips
  • Thumb tips
  • Mouth and Chin
  • Neck (particularly the arrow that should point onto the throat)
  • Shoulders (particularly the arrow that should point into the armpit)
  • Waist and Abdomen (for fat models)

Mirror

To make placement even easier, many scanners are connected as mirrors. For example, the left index tip is connected to the right index tip and editing one of them will affect the other one symmetrically.

In case you have an asymmetric model, you can always choose to Break a mirror via the inspector. Then, you can (and have to) place the two respective scanners individually.

Manual Placement

Sometimes, it is not possible to place a scanner according to the instructions and hit the surface of the model or get meaningful dimensions for the ragdoll. A good example is Skelly McSpook: the model is a human skeleton and some points are simply not covered by bones.

By enabling Manual Placement in the scanner's inspector, you can freely define points without them having to be on the model's surface. In this mode, the behaviour of scanners changes somewhat: it no longer casts any rays, but the point itself (or the corners, in the case the scanner looks for multiple points) will be used in the body description. Manual placement is indicated by cyan arrows rather than red or green.

Common Pitfalls

This list will compile things that are known to go wrong at times.

  • If your wrestler has thin legs, make sure to adjust the dimensions of the leg scanners. If they are too large, it can happen that legs are mixed up. For example, it may happen that the inside point of the left lower leg is detected at the outside of the right lower leg. Naturally, this will completely wreck the ragdoll and collisions in the game.

Body Description

When all scanners succeed in finding the surface of the model (no red arrows), the component will enable the Create Body Description button. Click this to create the Body Description, which is the game's internal representation of the wrestler: it defines several points of interest on the wrestler's body (147 of them, all are direct results of the scanners) as well as the ragdoll.

Scale Factor

Reiteration

If you find anything is not right after creating the body description (e.g., after playtesting), you can always reiterate. The scanners are still there, they have just been hidden.

Scale Factor

Once you fixed your issues, click Replace Body Description.

If you want to start over with all scanners, you can also click Reset.

Moves, Attributes, Entrance

The wrestler's moves, attributes and entrance are not defined by the Wrestler Creator. Rather, you can set them in Create-A-Wrestler mode once your wrestler has been imported.