Better jump set up - Capsule lands before Jump animation ends
So I have a character in a 2D side scroller that when he jumps up - he spreads his legs in a goofy way like a cheerleader...- upon landing though...the capsule lands basically while his legs are still in the air - and then the landing animation plays...
Is there a way to line these things up - I don't have root motion on these - should I do it with root motion? -
asked Sep 08 '15 at 03:43 PM in Blueprint Scripting
AFAIK root motion can be set indepedantly however this is, in my opinion, an animation issue.
You cna do a few things for an "easy" fix.
Although re-reading your question it sounds like it moves up with no animation then when it lands the animation finally plays? This would be an issue in your animBP going from whateverState -> Transition -> Start jump -> Transiton -> inAir -> Transition ->end jump
You are using 3 animations for jumping right? I highly suggest looking at the stock animBP from the 1p/3p templates and duplicating that.
Also the isInAir node might help, youll need good communication between your character and animBP, my preferred way is simply to GetPlayerCharacter -> CastTo(yourcharacterbpname) -> promote to var at the start of your animbp before anything else and then take variables off and assign them to variables in your animBP.
You could also get away with a macro library to help possibly.
Although, is this pure2D with paper2D? I have no experiance with that. Unity still takes the cake for 2D IMO.
Hope this helps Don't forget to accept an answer that best clears your question up or answers it so when the community finds your question in the future via search/google they know exactly what you did to fix it/get it going.
Follow this question
Once you sign in you will be able to subscribe for any updates here