Falling State

I just wanted to share my thoughts real quick. Following along here and having a Jumping and Falling state makes sense. Hell, you could even have the fall state trigger when you naturally fall and not just on the downswing of a jump.

However, I don’t think it was the right choice to have it set to the last bit of the landing animation. As he said, there really should be 3 states. A jump, a fall, and a land. However, given that we can blend animations there really is no benefit to having the land be part of the fall. If you want that much fidelity with your animations that you want to see a good landing animation, you’re going to want the three states mentioned above…

But if you just want a jump and a fall, you really ought to grab a few frames starting at the top of the jump and down toward the ground. If you use the fall to ground animation you look ridiculous if you jump from a large height. You fall stiff as a board(well in your normal idle state). I switched it to just those few frames after the apex of the jump and now it looks muuuch more natural for jumping off world objects and landing later than the original fall animation accounts for. It also looks just fine with a blend that is a tad longer than normal especially. Honestly the falling animation blending to the idle/run animation is one of the better blends I have seen (I am using different ones. Mostly Infinity PBR humanoid animations as well as one from Blink here or there. So many Unity store sales lately have me set for a bit).

Anyway, just my two cents. Like I said, if ultra fidelity is the concern then you’ll want 3 states. Otherwise I find that a middle of the full animation jump much better looking.


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There definitely is a lot of flavor to taste in there.

I have a large (paid) collection of quality animations, including several jumps and falls. In my personal project, I used a BeginJump, Jump, Fall, LandEasy and LandHard. Anytime the velocity is too high at landing, I use LandHard (and do some damage, because I played WoW for a long time!).

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Oh nice. I didn’t think about that for fall damage. That makes a lot of sense (and since I use dodge roll I could even have the player go into a roll state from a certain height)…

Which animation pack did you pick up if you don’t mind me asking? So far I really only have stuff from Infinity PBR and some the better freebies out there. There are a couple of packs that are tempting me that I have wish-listed for sales and I’d love to know which ones you like. (Also I was hoping this notification was regarding my other emergency :rofl:)

I have both Kevin Iglacious’s entire library and the full Explosive animation set.

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Yeah Kevin’s stuff looks dope. I did have someone tell me Explosive wasn’t quite working for them and to make sure I check out the free set before committing. Something about it didn’t jive for them.

The big thing with Explosive is that they package everything with their “SuperController”… when I import, I just select the animations to import and leave off all the scripts/controller stuff.

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