Top Down - How do I properly replace the jump animation for Mixamo characters?

Hi,

  • I tried to replace Blueprint code from Mixamo character for simple jump.
  • Because when i tried to stand (idle or stay) press jump and press forward my Mixamo character automatic jump again while walking?
  • And i replace blueprint code to simple jump from my Mixamo character. My character can’t jump.

Thanks.

Note: UE4.5.1 and Top Down Template use.

Hey,

It would be nice if you could post your setup. Otherwise its hard to tell what you did wrong :frowning:

Its new create Top Down Template and change the HeroTPP to Mixamo Character with Blueprint. Its no additional code i use.

And for Jump i use same Anime from Mixamo, but i remove the Mixamo Jump Blueprint from Mixamo to simple "Jump

"

Any answer here?

Hi ,

Please do not bump threads that are less than 4 days unanswered. This clutters the answerhub and makes it difficult to assist users.

Sorry, i just worry if my post is ignore :). Because i have two old Post not answered, more than a month ago…Thanks

Hi ,

Can you please post an image of how you have your input set up under project settings?

I may need some additional information as well as there is a number of places an error could occur.

Thanks

He uses the same Input for both, so i guess that is not the problem. I rather think that the Maximo Version of the Jump function changes something that the AnimationBP is based of.

I would need to have a look at the Jumping Part inside the AnimationBP of the Maximo Pack and check what the author used to determine if the player jumped or not. If you look at the JumpFunction from the Maximo pack you can see that he changes the “Jump Button Down” bool, so maybe he checks this to play the animation through the AnimationBP and this part is missing in the remade version of Jumpfunction.

AT :

Sorry if i didn’t answer but i couldn’t come up with an idea what is going wrong. I need a some more information like the things i told above:

  • Maximo AnimationBP (Where does he jump and what does he use)
  • And do you use this too?

Its same from default from thirdperson templatesame on input.png.
If you tried to use Mixamo character, while its idle or stand only.

  1. Press jump and continue press W forward - the character twice times jump (one stand jump, second forward jump.) Please check the blueprint for Mixamo.

  2. If i replace the blueprint jump from the thirdperson template. only no reaction. But from Mixamo working only some error.

Thanks.

Yes i know that the Jump from Maximo is broken. If i find time, i will check the Maximo AnimationBP and look for the Jumping Part. Meanwhile you could do this same and check what Maximo used for the Jumpingpart.

Hi ,

Any update here? Thanks.

Ehm, yes i have an update on this. I looked into the Maximo Animation Blueprint of one of their Characters.

It seems like you need to have some variables set in your Character BP that are used to determine if you are jumping or not.

So for example we have this in the Event Graph of the AnimationBP.

http://puu.sh/cNIUp/2eb95573a8.png

You need to cast this to your own CharacterBP and use your own Bools for this. You could copy this from the MaximoCharacterMaster BP.

So it checks, if “JumpButtonDown” is true, but also checks if we are allowed to jump. I guess the “Enable Jump” could more be read like “Are we already jumping?”. So if we are not already jumping and the button was pressed, set “Enable Jump” to true. This prevents is from jumping while jumping :stuck_out_tongue:

This will allow the AnimationGraph to transit to either Jump or RunJump (depending on speed).

http://puu.sh/cNIZK/0e320d8bf0.png

Both animation have the same animation notifier which calls the following:

http://puu.sh/cNJmi/0049457a66.jpg

I guess this just checks if we are really still jumping and let the character finaly use the Jump Function.

The bug, with the double jump you noticed could come from wrong set Animation Notifiers.
They are set in the animation Tab if you double click one of the animations. You will see a RED mark with “Jump” near it on the Timeline of the animation. This is the time when it calls the notifier.

http://puu.sh/cNJJQ/a8098c1105.jpg

If you press Jump while standing still, the bool with be set to true (Enable Jump). So it enters the transition to “Jump”. Now if you hold W, it will get back to the Locomation State where it normaly should fire the second Notifier, to set “Enable Jump” to false again BUT this isn’t coming in time, so if you press W, it will try to do the transition to “Run Jump” where the Bool needs to be true (which it still is because of bad timing) AND the speed must be greater than 0.

So if you find the Animation notifier of the locomotion, you could fix it without making your own jump function. Despite the fact that you would need to rework the whole animation BP or otherwise your Jump function needs to look like the maximo one or it won’t work (as you already noticed).

But i can’t find the part where they set this second notify. Maybe someone could tell me, so i can finish this long answer :smiley:

Ok, thanks for the tips…i hope we solve this issue. What do you think UE4.6 will come?. I hope there are no more critical bug show :slight_smile:

And last can you answer this Post also
“How to import own mesh Character to Rigging Toolkit ART plug-in Maya”.

Because in tutorial example, its not clear. how they import the character mesh in Skeleton at ART plug-in.

Thanks again.

First, this is not a bug of the Unreal Engine. It is just a poor made AnimationBlueprint from Maximo.

Second, no i don’t know when 4.6 will come. Just stay tuned (:

For this post, please open a new question. I don’t work with Maya or the ART Plugin. To be honest, i didn’t use any custom made Meshs by now. :smiley: I’m only a coder.

Remember to mark your question as resolved by accepting the matching answer.

I already post this Question… But no one can answer, maybe they are busy for new version of UE4. :slight_smile:

Note: morethan 4 days and other week ago. So sad here!

Sorry that this answer here took some time. It would have been faster if i didn’t need to search for the whole jumping algorithm myself :smiley:

The more information you provide, the faster we can help.

If your other questions are unanswerd more than 4 days, you are allowed to bump them. Questions related to problems with thirdparty plugins and programs usualy take longer to answer, because most of us maybe just don’t use these programs or haven’t run into that problem.

Hi ,

I’m glad you were able to come to a resolution to your issue with the help of . In the future, if you need help with Maximo assets please direct your questions to their support page: https://www.mixamo.com/help/

Epic is now only supporting Epic created assets on the Answer Hub because the marketplace has become so diverse, it would be impossible to isolate the problems from all the various assets created by numerous persons.

However, if you have any questions concerning content created by Epic such as “How to import own mesh Character to Rigging Toolkit ART plug-in Maya” please do not hesitate to ask. I have answered that question on that thread.

Thanks

But the issue is the blueprint code from UE4 not the character rig or mesh Mixamo!

Ok…sorry.Thanks. I do to ask them :slight_smile: thanks Good night

This “Blueprint Code” was made by Maximo. It comes with the Maximo Pack. No Epic Games Member made this. So it’s not UE4 related. If Maximo would have timed their Notify better, it wouldn’t be a problem. So it’s their “fault” and you would need to contact them for it.