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HDI: Customize a double jump?

  • FlashMedallion

    Procedural Animation in the pre-made puppets uses a bunch of behind-the-scenes calculations to manage animations like walking and jumping for your puppet. It automatically takes care of things like walking up hills and steps - you'd otherwise have to spent time designing your own sensors and logic to get this right so it's a great shortcut.

    I don't know if the double-jump is accessible from the puppet, maybe someone else has found it. If not, the task is to create a keyframe timeline for your double jump, and activate it under the right conditions. In a simplified form, those conditions might be:

    1) Player is already in the air
    2) Player presses the jump button.

    So you'd wire your jump button through some logic that determines if they're already in the air. If they are, then play your new animation when the button is pressed. That might look like an AND gate where one input is Jump button and the other input is the result of your 'is airborne' check.

  • Mr_BuggyB

    Thanks!

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