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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

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  • Setup the Jump Range.
    The jump range should be the frames from the character leaving point B to the landing point C.

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Simulation

  • Create some cylinders,and named them as <McdAttachMesh*>

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  • Create some locators, name them as <McdLand*>, and parent them to the cylinders.

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  • Adjust the locator’s translate in X and Z axises, the locator’s position is the character land point in X and Z axises.

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  • 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.

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  • Set attachID and landID like below picture.

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  • 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.