
In this weeks class we are going to be coving run and jumps, for the run portion of the animation we are using the run we made previously, however, now instead of our character being held in a single position and the feet sliding across the ground, we have to animates our characters covering a distance. We did this by calculating the position of the foot at contact and then when the foot is leaving the ground. However when I did this my foot started to slip along the floor, to fix this issue I deleted the in between frame I had previously put on the foot control, I then had to change the frames in which the foot was on the floor and the controller that moved the character forward into a linear curve instead of bezier, doing both of these things fixed the foot slipping.
Jump Animation (Explained in 50 seconds)

I then had to tackle the jump portion of the animation. For the jump I decided to use this reference where both feet contacted the ground at the beginning and end instead of taking of with one foot and landing on one foot. However one thing I did differently then this animation was to bring the knees up to the chest at the height of the jump. The next problem I faced was the transference of speed and weight for the anticipation of the jump to the follow through of the jump as I needed to make the run slow down and have both feet make contact with the ground as my character bends down and leans over in anticipation. Then came across the problem that I needed to make the character start running again after it lands. The problem with this was I needed the character to build speed naturally. First I had to offset the position of one of the feet so I can use that to start the movement again. Once I did that I started off By making my character do a half stride to then lead it into a full run again. Finally, I then had to keep the torso and hips leaned over as my character is building up speed.