PaperZD Animation

Good afternoon, I’m loving the PaperZD tutorials and I have a question, I made 2 videos to try to show what I want. In the first video, I loved the result of how I made the jump only with a base animation and I would like to keep these animation nodes made in PaperZD. In the second video is something I want to do keeping the animation node I made in the first video, just adding more sprites like jumping, falling and finally the landing animation that only happens when I I fall from some high height, as well as the fall animation. I would like to know how I could do this without deleting what I have done, if you can help me I would be grateful, but if there is another way to do this improving even more the we would be of great help too.

In short, I want two animations for each jump to use, even a low jump, a jump or fall from a high place, if you can include images in the answers I will be grateful


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Hi!
Possibly check this video (temp video, will be replaced soon)

Also search for tutorials on PaperZD that community members have been creating (as they are way better at teaching than I am).

Good luck!

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Hi! I think this is a really interesting animation setup, and you can probably achieve what you want without deleting your existing PaperZD animation nodes.

My suggestion would be to keep your current jump animation as the basic setup and build on it by adding a few extra animation states. This way, you can improve your current work without starting everything again.

For example, you could use the following animation states:

1. Jump Start: Use your current jump animation when the character starts jumping.

2. Jumping: Play the normal jumping animation while the character is moving upward.

3. Falling: Add a separate falling animation when the character starts moving downward.

4. Landing: Use a landing animation when the character touches the ground after falling from a higher position.

You can control these animations using variables from your character’s Blueprint, such as vertical velocity, whether the character is falling, and the height of the fall.

One important thing is to create a condition for high falls. For example, you can check how long the character has been falling or measure the distance from the starting point to the landing point. If the fall is higher than your chosen value, play the special landing animation. For a normal low jump, keep using your existing landing animation.

I would also recommend using separate conditions for normal jumping and high falling. This will help prevent animation conflicts and make the system easier to manage.

For more creative inspiration, you can also explore PaperToolkit.com and Paper Animator to discover animation ideas, visual effects, and different approaches to making animations more engaging.

The best part is that you do not need to remove your existing animation setup. You can add new states and connect them to your current animation logic step by step.

One question: Are you currently using an Animation Blueprint with a PaperZD Animation Graph, or are you controlling the animations directly through your character Blueprint?

If you share a screenshot of your current animation graph, it would be easier to suggest exactly where to add the new states without changing your existing setup.

Hope this helps!