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- Very Improtant: Rotate animation should only keyframed on the root joint of character only on the Y Axis.
Action
After create animation, we need to setup the action node like follow steps:
- In jump actions, change all the transform channel to "speed" mode and then rebuild it
- Setup the Jump Range.
The jump range should be the frames from the character leaving point B to the landing point C.
Simulation
- Create some cylinders,and named them as <McdAttachMesh*>
- Create some locators, name them as <McdLand*>, and parent them to the cylinders.
- Adjust the locator’s translate in X and Z axises, the locator’s position is the character land point in X and Z axises.
- Select all cylinders, and click the tool Miarmy > Knowledge Perception > Add Mesh Attach ID.
- Select all locators, and click the tool Miarmy > Knowledge Perception > Add Locator Jump Target ID.
- Then we can see there is a custom attribute "attachID" on each cylinder and a custom attribute "landID" on each locator.
- Set attachID and landID like below picture.
- When the characters jump leave from cylinder 0, they will randomly chose a cylinder with attachID is 1.
- Deduce from this, our characters will move forward depend on the attachID and landID increasedly.