The Throw Camera resource is used to play cinematic camera animations during a throw attack. It is activated via an associated Extra Move Property.
Each Throw Camera entry defines a pool of camera options, from which one is randomly selected and applied during the throw sequence.
A Throw Camera consists of the following:
Defines where the camera ends after the throw:
| Value | Meaning |
|---|---|
0 |
Same Side |
1 |
Opposite Side |
2 |
Either Side (Random) |
This is a list of Camera Extra Data entries:
This design allows for variability in throw cinematics while preserving control over the available options.
struct tk_throw_extra
{
uint16_t pick_probability; // Typically 1 or 2
uint16_t camera_type; // 15 = Animation Cam, 16 = Customization Cam
uint16_t left_side_camera_data; // Index or pointer to left-side camera data
uint16_t right_side_camera_data; // Index or pointer to right-side camera data
uint16_t additional_rotation; // Extra rotation applied to the camera
};
struct tk_throw
{
uint64_t end_side; // Where the camera ends (0 = same, 1 = opposite, 2 = any)
tk_throw_extra* camera_data; // Pointer to list of camera extras
};
In Tekken 8 v2.00.01, all characters (except "Dummy") share the same 21
Throw Cameraentries at the start of their list.