Motion 1.5
AnimateMotion (1.6)glTF Batch Exporter
  • Start here!
    • Changelog
    • Getting Started
      • Clone the pre-configured Motion Character
      • Create your own Motion Character
    • Modifying your Motion Character
  • Tutorials
    • Creating a custom ability
    • Add Footsteps to Motion
    • Add Surfaces to Motion
    • Retargeting Marketplace Characters
    • Using Metahumans
  • Core Components
    • Walk Component
    • Sprint Component
    • Jump Component
    • Crouch Component
    • Movement Sound Component
    • Motion Camera Component
  • Extra Components
    • Breath Component
Powered by GitBook
On this page
  1. Core Components

Jump Component

PreviousSprint ComponentNextCrouch Component

Last updated 1 year ago

The Jump Component provides a custom jumping component and replaces the default Jump functionality. It features a camera bounce when jumping, and one for landing that is dynamic, based on the impact velocity of the character.

Configuration

Variable
Description

Camera Jump Shake Curve

The curve used for the camera shake when jumping. The Red line, X, translates to the Roll added to the camera.

The Green line, Y, translated to the Pitch added to the camera.

The Blue line, Z, translates to the Yaw added to the camera.

Camera Bounce Curve

The curve used for the camera shake when landing. This should equal the maximum camera shake you want to apply. The Red line, X, translates to the Roll added to the camera.

The Green line, Y, translated to the Pitch added to the camera.

The Blue line, Z, translates to the Yaw added to the camera.

Minimum Velocity For Camera Bounce

Minimum impact velocity (Vector Length of "Get Velocity") the character has to have in order for the camera bounce shake to trigger.

Velocity For Maximum Camera Bounce

Impact velocity (Vector Length of "Get Velocity") at which the maximum camera bounce shake triggers.

Show Debug Information

If true, various useful variables will be printed on the screen to help with debugging.