Game Development Community

How long are "jumps"?

by Sangwoo Hong · in Artist Corner · 10/08/2004 (3:15 pm) · 3 replies

I animated a test jump animation that's 30 frames long and I see the jump animation loop back to the beginning of the animation before the jump is finished. How can I change the duration of the jump to match the length of the animation?

Also, when animating a jump, is the animation clip supposed to end with the character back down on the ground? Or, is the animation supposed to end at the crest of the jump? My test animation currently stops at the crest of the jump. Speaking of which, what about landing animations?

Also, what's going on with the bounding box when the character jumps? Is the bounding box following the character or does it stay on the ground? If it's staying on the ground, should the character be animated without z translation so the z translation will only come from the movement of the bounding box?

#1
10/15/2004 (3:25 am)
For the jump you could measure it by opening the showtool and counting the frames for his jump animation.

The jump should be complete. The land animation is for falling off of somthing larger than a jump.

The animations should all be in the bounding box. I am not sure what the bounding box does on the engine side but as long as your animations are all in the box the engine can calculate collision on your mesh.


Matt
#2
10/19/2004 (11:44 pm)
The stock TGE character (from the demo) has a hangtime of 0.8 seconds.

It only plays the jump animation during the upward movement which is about half that time though it is customary to pad out the jump animation a bit longer for oddball cases of the player getting thrown into the air or getting an impulse from something when they jump.
#3
10/20/2004 (12:19 am)
I had a similar prob, I adjusted the jump height a little so the anim could fit in the timeframe

also had to squeeze down the keyframes to fit it in just trial and error :)