PixPoly

Tutorial 06

Jump mode: jumps and landings

9:27

Jumps synced with the character’s push-off: Start, Falling and Land, Auto-Mirror, Anim Timed Launch with or without a curve, double jump, jumps and landings per gait, and sideways jumps in Strafe.

Chapters

  1. 0:00Enabling Jump mode
  2. 0:31The Start row
  3. 1:31Auto-Mirror Missing
  4. 1:49Syncing the jump: Anim Timed Launch
  5. 2:55Falling and Apex
  6. 3:22Additive landing (Land)
  7. 4:03Double jump: From Ground and From Air
  8. 4:59Jumps per gait and root motion
  9. 5:42Standing jump and Launch Timeout
  10. 6:41Landings per gait and Land Anticipation
  11. 7:37The leading foot on landing
  12. 8:06Jumps in Strafe

Jump mode is added with the plus button of the Sections tab. Like Forward and Strafe, it is set up in a table, with columns for walk, run and sprint. As long as no gait is added, the Any column covers every situation: standing still, walking, running or sprinting.

RowRole
StartThe beginning of the jump
FallingThe fall
LandThe landing

The Start row

You can add a jump here, or even several. The Start slot is the moment the feet leave the ground; Start Loop, optional, is the rise. The lower slots are for jumps in Strafe and disappear if Strafe is disabled.

Placed only on the left foot, the jump animation only plays when the character pushes off from that foot. So you need to fill in the right foot too.

Auto-Mirror Missing

Another option: fill in only the left foot and enable Auto-Mirror Missing, in the Mirror section of the Config tab. The plugin then plays the animation mirrored for the other foot, using the Mirror Table created when the character was set up.

Syncing the jump: Anim Timed Launch

With the standard behaviour, the character takes off and then the animation starts: they are out of sync. Anim Timed Launch launches the jump when the animation leaves the ground, not when the key is pressed.

  1. 1Enable Anim Timed Launch and give the Takeoff Curve field a name, for example JumpStart.
  2. 2In the Start animation, create a curve with the same name.
  3. 3At the moment the foot leaves the ground, add a key at 0, then a key at 1 a little later.

The position of the second key does not matter much: what counts is that the curve goes above 0 when the feet leave the ground.

Falling and Apex

The optional Apex slot plays an animation at the top of the jump. In Jump Settings, Apex Velocity Band sets the vertical speed range that separates the rise, the apex and the fall: the wider it is, the earlier the Apex triggers. Without an Apex animation, the video uses Falling Loop directly.

Additive landing (Land)

With the Any column, an additive is the smartest choice. The video makes the Land animation from the Third Person Template additive, in Local Space, with frame 26 as the base pose.

  • Blend In and Blend Out: the fade in and fade out.
  • Play Rate: the playback speed.
  • Weight: the additive’s intensity (0.8 in the video).

Double jump: From Ground and From Air

  • From Ground: the second jump starts from the ground, if it is triggered within the Chain Window after landing (0.25 seconds in the video). With a Jump Z Velocity of 800 for the second and 350 for the first, you get Mario 64-style chained jumps.
  • From Air: the second jump triggers in mid-air — a double jump. Anim Timed Launch can then be disabled, and a different animation chosen.

Jumps per gait and root motion

For different animations when standing still, walking, running or sprinting, add the matching columns; they take over the Any column’s setup. With a version for each foot, Auto-Mirror Missing is no longer needed.

If the animations contain root motion, Anim Timed Launch works without a curve: the plugin detects on its own, from the root bone, when the character takes off.

Standing jump and Launch Timeout

Launch Timeout, in Jump Settings, is a safeguard: if the takeoff is not detected after 0.5 seconds, the jump launches anyway. A standing jump animation that opens with a long wind-up can exceed it. Two solutions:

  • Move the Start Position forward (to 0.3, for example) to stay within the limit — the solution used in the video.
  • Leave the Start Position at 0 and increase Launch Timeout (to 1 second, for example), at the cost of a later jump.

The Falling row, on the other hand, is shared by every gait: in the air, the animation stays the same.

Landings per gait and Land Anticipation

On the Land row, the link icon applies the additive to every gait. Clicking it lets you set one landing per gait — this also works on the Start row. Without an additive, set a Start Position: the moment the character touches the ground (about 0.5 in the video).

Land Anticipation triggers the landing before touching the ground: at 50, the animation starts 50 centimetres above it. Adjust it to your needs; the video leaves it at 0 and only uses the Start Position.

The leading foot on landing

The plugin checks which foot is in front at the moment of landing. But the Game Animation Sample names its animations after the foot that touches the ground first: on the L Foot animation, it is the right foot that is in front. So place L Foot on the right and R Foot on the left.

Jumps in Strafe

With Strafe enabled again, you set up the sideways and backward jumps, for both takeoff and landing. Idle has none: when standing still, the jump stays vertical. With a single animation per direction, the link icon covers both feet. In game, the jumps trigger on the right foot and stay synced with the ground.

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