Jump in three parts, and five jump styles for humanoids
Your download now has Jump_Start, Jump_Fall (a loop) and Jump_Land beside the whole Jump, so a game can hold the fall for as long as the character is in the air. Humanoids get a new jump, five styles to pick from, and a set of dials for each.
Games usually split a jump into three animations: the take-off, a fall that loops while the character is in the air, and the landing. MonRig now delivers them:
- Jump_Start, Jump_Fall and Jump_Land come in your download beside the whole Jump. Jump_Fall loops. The three parts play in place, so your game's controller moves the body; the whole Jump keeps its arc. The parts join exactly, frame to frame, and every dial changes all four.
- Preview each part. The Jump panel has a Preview row: Whole, Start, Fall ↻ and Land.
The humanoid jump is rebuilt: the crouch, the push onto the toes, the air, the reach for the floor and a soft landing on bent knees. Pick a Jump style:
- classic, the plain jump.
- front_flip and back_flip: the body leans into the turn before it leaves the floor and rolls over in the air. Curl tucks it up to a tight ball, Flips turns it once or twice, and Lean into the flip sets the anticipation.
- air_run: the legs keep running in the air and the arms pump with them. Air-run steps, Step size, Knee lift, Arm pump and Lean while running.
- stride: one leg forward, the other back. Leg split sets the angles (55° forward and 35° back at 1, double that at 2), plus Front knee bend and Swap sides.
Every style also has Pointed toes in the air, Arms in the air, Arms out to the sides, Knee bend in the air, Fall loop motion, Lean into the crouch, Landing absorb and Twist. Each style shows only the dials it uses. In the fall loop the arms and legs keep moving, and the motion stays smooth from frame to frame.