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Jump Animation with Unity Mecanim
Hello how are you? I am writing to you from Argentina, a few months ago I acquired Spine PRO and I am working with unity in a 2D game importing my character to unity using the mecanim system. My question is the following, what is the best way to implement a jump from SPine to Unity. I'm trying to do a BlendTree in Unity, but it doesn't look quite smooth. Since the jump is so short, and the movement so fast, should I create super slow animations? that is, with many frames, or the opposite. I'm trying to do a little fluid jump, where I divide in my animator 3 animations, jumpstart, jumpEnd and JumpOnground when the character touches the ground. JumpEnd would be the maximum height of the jump. (JumpFall could be said as well. Thanks
It is very hard to separate from your GIF animation where the GIF is looping and where a potentially sharp transition happens.
Although it's using the SkeletonAnimation
component, you can have a look at the example scene Spine Examples/Getting Started/5 Basic Platformer
. Here the Hero skeleton only uses the jump
animation during the rising (where velocity.y > 0
) part without any jump-start
intro-part. Typically you want a very short transition (to achieve direct input feedback) which is fine when left to the animation transition blending.
I'm not sure why you would want to use a blend tree depending on vertical velocity here, typically you will only play animations in succession: first rising, and then falling, then a landing/impact animation. My guess is that your blend tree will cause problems since the JumpLand
animation is not a loop which can start at any time, is that right?
Thanks for the clarification, I am new to this and that is why my query, so I take the indicated recommendation. Thank you very much for your time Harald and for the quick reply.
You're welcome.