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  • Jumping animation and integration with Unity

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Hey, i just tried the free version of Spine, and it was awesome, but i did not experience the export and import with Unity part, and still unclear with how spine integrate with Unity specifically for the Jumping animation.

So I created a Spine Jump animation, which only jumps at a certain height, and only a short distance. Once I export and import it into Unity, when i play the Animation, can i change the Jump height and distance based on some input parameters in Unity?

A lot of old videos shows I need to separate the jump animation into parts, such as: start jumping, jumping up, at the top, falling, landing, and landed. But then if i do this, the jumping up and falling part will have same animation play in a loop if i want to increase the height in Unity.

Whats the best practice here? Thank you very much.

You've got the right idea. Usually jumping is broken into multiple pieces so that you can tune it for gameplay more easily, and no matter what you do you'll want a falling animation loop because the height you fall will probably be variable.

Now, it also sounds like you're actually moving the character in the animation. Unless you're integrating root motion (which I wouldn't recommend for jumps) you don't want to do that. Ordinarily you'd keep the character at their root position in the animation and do all the movement through physics / your movement controller.

clandestine a écrit

Hey, thank you very much for the reply. I still have one issue not really figured out. So i created my falling animation, for example for a dog, should i keep the dog's legs in the same position in falling loop. The issue i think could happen is that, if i moved the legs in a loop during falling, since the height of the fall is not determined, so the dog's falling animation may transit into landing animation when the legs in very wrong locations, and causing the overall animation feel unreal.
Is there anything i can fix this ?

Another question, is there anyway i can make the transition from "start jumping" to "jumping in air" more fluid if i have different jumping in air angle depending on the Height of the jump. To my understanding the "start jumping" animation will always have the same angle when it transit into next animation, but since i can rotate the "jumping in air" animation, so the angle for that can be changed.

Thank you very much.