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Question by cdonlan87 · Jun 10, 2016 at 10:05 PM · animationrigidbodycharactercontrollermecanimfalling

Implementing falling: How to maintain forward inertia as I transition into a fall animation?

I am having trouble getting a fall animation to work. Half the time, when I walk up to the lip of a ledge, I transition into the fall animation. I can get past this by adding a "downwardVelocity" parameter to the transition...but the fall animation still completely ignores forward velocity prior to transitioning.

I tried adding force to the rigidbody attached to the character without luck. How does one set the animation to maintain the prior velocity (which was established by root motion in another animation rather than any kind of force-based motion), and just animate what the character bones are doing?

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