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Question by itsnottme · Mar 10, 2017 at 07:08 AM · animation3djumpjumping

How to position the jump animation with the object's body?

Hey guys, I started learning Unity recently and I am facing a problem. I can't seem to fix the jump animation with the body. If I apply force and play the animation, it would seem as if the character jumped twice the height, while actually the body jumped normally. The walk animation was easy, because it was in-place. How do I fix this?

 void Update () {
 
         float horizontal = Input.GetAxis("Horizontal");
         float vertical = Input.GetAxis("Vertical");
         float translation = vertical * walkSpeed;
         float rotation = horizontal * rotationSpeed;
         translation *= Time.deltaTime;
         rotationSpeed *= Time.deltaTime;
         transform.Translate(0, 0, translation);
         transform.Rotate(0, rotation, 0);
 
         //on ground
         if (IsGrounded() && Input.GetButtonDown("Jump"))
         {
             animator.SetTrigger("jump");
             rbody.AddForce(Vector3.up * 1.0f * rbody.mass * 10, ForceMode.Impulse);
         }
         else if (IsGrounded() &&  translation > 0 && !Input.GetButtonDown("Jump"))
         {
             animator.SetBool("walking", true);
             animator.SetBool("walkingBack", false);
             animator.SetBool("idle", false);
         }
         else if(IsGrounded() &&  translation < 0 && !Input.GetButtonDown("Jump"))
         {
             animator.SetBool("walkingBack", true);
             animator.SetBool("walking", false);
             animator.SetBool("idle", false);
         }
         else
         {
             animator.SetBool("walkingBack", false);
             animator.SetBool("walking", false);
             animator.SetBool("idle", true);
             Repositioning();
         }
         Rotating(horizontal, vertical);
     }
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Answer by IgorAherne · Mar 10, 2017 at 06:05 PM

research into root motion and target matching of the Mecanim system (via youtube and Unity API)

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avatar image itsnottme · Mar 10, 2017 at 07:30 PM 0
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Using curves fixed the problem.

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