Jump Animation is Delayed, No One Knows Why...

I’ve searched for days seeking answers as to why my jump animation (created in Maya) is delayed when I press space bar. People who have found some work around or answers either skipped steps in their process or people figure it out going “I GOT IT” only to be never heard from again without any images or videos of their solution.

So I’ll ask again, why is my jump animation delayed?
This is how it should look after I imported it.

This is what is happening:

Here are images for my ThirdPersonCharacter BP Event Graph, My Character Event Graph, Locomotion State, Transition Rules

Please help! Been going at this for days trying to figure this out :sob: :unamused:

Hey @WhtGlint

when you are jumping:

Is your character in idle when jumping and does your IsInAir? get updated when you press jump?

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Thank you so much for responding. It is my “IdleJump” animation and I am doing it while staying idle. The Locomotion state machine also shows that it is being activated plus the jump looks correct only in that preview window as shown here: Imgur: The magic of the Internet

Hey @WhtGlint! Welcome to the forums!

What does your blend time look like? It looks to me like reducing the blend time for the transition to jump would help. You can also try moving your “IsInAir?” check to earlier in the code, I noticed it’s on the fifth output of your sequence node, there!

Oh wow thanks for the tip! I will definitely try moving it up in the sequence, did not know that could affect it. Noob question, in regards to blend time. Is it a setting in the transition rule of the state machines? Where would I look to reduce the blend time? Appreciate your time and help! As someone going from doing more film animation to game animation, figured I should atleast learn how to plug in / navigate / troubleshoot in a game engine like unreal for future game animator positions.

Right here in the transition rules! :slight_smile: The blend settings are what you’re looking for.

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Thank you I’ll give this all a shot today!

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Unfortunately both moving up on the output and adjusting blend time did not help. Another forum someone commented saying they fixed the same issue by…

“Setting the start position in the anim blueprint solved the problem for now as it enabled me to skip the knee’s bending part at the start which caused the whole timing mismatch of the jump.”

Any idea what they mean? Again thanks for your help!

It’s likely because this jump animation is slow, the game it comes from feels weighty (big fan of the series myself) but if you want to imitate that you’re going to have to put in a custom jump curve to a bell curve for the jump arc.

What they’re saying is make a copy of the jump animation, highlight the early frames, and delete them to change the start of the animation to the first frame where War is rising.

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Finally got it to work, appreciate all your help! I ended up finding the “start position” within the state machine of my jump animation and essentially did the same thing you mentioned about cutting off the initial portion of the animation by just adjusting the start position. I also went into the transition rule from idle to jump and adjusted the blend settings a little bit too as you previously mentioned. In combination I got it close to a smooth looking jump from idle. For future reference though I will look into the blend curve that you speak of. I’m assuming its the setting within the blend settings but regardless I will look it up. Thank you so much!

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