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.