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How to Properly blend three jump animations with mecanim
So my character has three animations created in blender as it is non-humanoid.
jump
Airborne
Landing
Right now I have when a bool is set to true, the jump animation starts and once it completes, the Airborne animation plays until a bool isAirborne changes to false, then I change to the landing animation which exits to Idle again upon completion.
My problem is that the landing animation is played 2 times, during the airborne-landing transition and then again during the landing-idle transition. Is there a way to prevent this?
I had thought about using raycasts but it seemed like overkill.
$$anonymous$$ecanim. The animations themselves are separate clips made in blender.
Answer by bodec · Jun 30, 2013 at 06:28 AM
first ill show a picture of a tree for jumping then explain what to use.
to start the jump start use a bool when true start the jump, then on the transition out of the jump start mark exit time here is a photo to show
keep using exit time the rest of the way. you may nee to mess with the exit times to get a smoother animation.
Okay, but my problem is my character could be in the air for variable lengths of time. So I don't know when he's landing until he does. Unless I was to use a raycast to predeter$$anonymous$$e.
i am not for sure if its for free version but in the tree set up there is a way to measure and hold off on exit time the video tutorial on mecanim that unity put out is where it is at
Okay, so I have it to do that now and it works perfectly. $$anonymous$$y problem is it waits until my airborne animation is over to transition to the landing one. Is there any way to make the transition instantaneously with a bool change?
Answer by Talmore · Feb 19, 2014 at 05:56 AM
or you could use a blend tree in the animator that reads the vertical speed of the character. check out the tut put out by Unity.
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