Jumpbehavior.hkx

<state name="JumpAirborne"> <animation>jump_loop.hkx</animation> <allowDoubleJump>true</allowDoubleJump> <!-- custom param --> </state> Transition from JumpAirborne back to itself:

<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

<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: &lt;state name="JumpAirborne"&gt; &lt;animation&gt;jump_loop

Example condition:

<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: Replace jump_start

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

<event time="0.1" name="FootstepLeft" /> <event time="0.2" name="FootstepRight" /> <event time="0.95" name="LandingSoft" /> Goal : Change jump height (via root motion) and add a double-jump logic. Step 1: Decompile .hkx to .xml hkxcmd convert jumpbehavior.hkx jumpbehavior.xml Step 2: Locate JumpStart animation reference Search for JumpStartState and note the animation path. Replace jump_start.hkx with your custom animation (must have same frame count or adjust blend). Step 3: Adjust root motion scale (if root motion enabled) In the <animation> block, add or modify: