Player Animations Part 3
Objective: Set up Players Jump Animation
Following our running animation, we will now set up the Player jump animation. Again we will go to Mixamo and select the animation we want.
We follow the same set up, import, set as humanoid, duplicate and move the copy but now we have another step. This animation doesn’t have the same in place option as the running animation we used last. To fix this we can bake into post the transform rotation and y position. We will also turn off loop as the jump animation will be triggered singularly in code.
Add the animation to the controller and set the transitions between states.
Create a trigger parameter for jump. We can use the previous speed to transition back to idle if less than 0.1 or running if greater than 0.1.
We will also set a private bool in the Player for jumping and use this to trigger the anim trigger on and off.
We now have jumping animation. In the next post we will fix the Player so he flips around when running back instead of the moonwalk.