How to handle as single jumping animation in blueprint?
Hey guys, I've been looking into mixamo jumping animations for a while, but couldn't find any that is divided to the JumpStart, JumpLoop, JumpEnd norm. Only single animations. Does anyone know a way to properly implement this in blueprint?
I altered myself the original blueprint but it didn't work. He jumped first and while in air, then he did the animation. Any ideas?
asked Feb 07 '16 at 05:24 PM in Blueprint Scripting
It entirely depends how this is setup.
Look at the 3rd person template in the animation blueprint you can see the rules they set up for Jump_Start, Jump_Loop, Jump_End.
Which all use the IsInAir Bool which is defined in the Animation Blueprint.
If you can only find a Single Animation for the whole jump. You should consider breaking it down in the engine. I.E duplicate the asset 3 times name them Anim_Jump_Start etc.. then go into the animation asset and you will see a Frame bar at the bottom. From here you can split the animation but simply deleting frames. So for Anim_Jump_Start you would delete all the frames after when the Character is in a falling pose. Remember what frame you deleted from (for this example we will say frame 38) then in the Anim_Jump_Loop delete everything before frame 39 and after the loop (So frame 42 maybe) and finish the Anim_Jump_End by deleting all frames before 43.
Hope you get the point. I believe Mixamo does have broken down jumps though..
answered Feb 08 '16 at 01:49 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here