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Jumpbehavior.hkx -

<transition from="JumpAirborne" to="JumpAirborne"> <condition>DoubleJumpPressed AND DoubleJumpRemaining > 0</condition> <animation>jump_double.hkx</animation> </transition> hkxcmd convert jumpbehavior.xml jumpbehavior_new.hkx Rename to jumpbehavior.hkx and place in the correct game folder. 5. Common Pitfalls & Debugging | Issue | Likely Cause | Fix | |-------|--------------|-----| | Character T-poses on jump | Missing animation file or mismatched skeleton | Verify .hkx animation paths, check skeleton (e.g., character.hkx ) | | No landing sound | Event time > animation length or wrong event name | Adjust <event time="..."> to within 0.0–1.0 normalized time | | Jump feels floaty | JumpLoop state too long or no landing detection | Add condition VelocityY < -some_value to force land | | Game crashes on jump | Corrupted behavior due to wrong Havok version | Use the exact Havok SDK version the game was compiled with (e.g., Havok 2010.2 for Skyrim) | 6. Advanced Modifications 6.1. Wall Jump / Ledge Grab Add new states WallGrab , WallJump with transitions based on raycast results (requires engine-side scripting – behavior alone cannot do collisions). 6.2. Different Jump Types (Sprint, Crouch, Heavy Armor) Duplicate the entire state machine and add a variable (e.g., JumpType ) set by game script.

Example condition:

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

<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: Advanced Modifications 6

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

<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: Different Jump Types (Sprint, Crouch, Heavy Armor) Duplicate

| State Name | Description | |------------|-------------| | Ground | Idle/walk/run state before jump | | JumpStart | First 3-5 frames of jumping up | | JumpLoop | Mid-air (loops until landing) | | JumpLand | Landing impact (non-looping) | | JumpFall | Optional – for long falls | Example transition from Ground → JumpStart :

<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):