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Jumpbehavior.hkx Official

<condition> <variable>JumpStyle</variable> <equal>2</equal> <!-- 0=normal,1=sprint,2=heavy --> </condition> Use a blend controller instead of a hard transition:

<state name="JumpStartState"> <animation> <filename>actors\character\animations\jump_start.hkx</filename> <blendInTime>0.033</blendInTime> <!-- 1 frame at 30fps --> <blendOutTime>0.1</blendOutTime> <rootMotion>true</rootMotion> </animation> </state> Events trigger game logic (sounds, foot ik, landing): jumpbehavior.hkx

<transition> <from>GroundState</from> <to>JumpStartState</to> <condition> <parameter>OnGround</parameter> <operator>EQUAL</operator> <value>false</value> </condition> <trigger>JumpButtonPressed</trigger> </transition> Each state points to an animation file: !-- 1 frame at 30fps --&gt

Example condition:

<rootMotionScale> <horizontal>1.2</horizontal> <!-- +20% forward distance --> <vertical>1.15</vertical> <!-- +15% jump height --> </rootMotionScale> Note: Not all engines support per-axis scaling – sometimes you must edit the animation itself. Create a new state JumpAirborne and transition: Events trigger game logic (sounds