Combat Animation help/feedback

Hello! I go by Zen, and today I just decided to remake my combat, from the base from the animations, to the vfx and scripts. Right now I’m on the animation part, the issue that I’m not completely sure if this is a solid combat animation, as I’m stuck on the m1 at the moment, trying to perfect the first hit which will be able to lead me into the next parts of the animation and the other variants of the stances related to the combat.

I want to show the various version, up to the current one and the feedback that led the changes

V1:


Feedback leading to changes: Needed follow through, arcing, and exaggeration, after pretty aggressive brutal criticism that it looked like a workout routine and the character just looked like it was bouncing around

V2:

Feedback: The Crouch was very intense, leg movement was wayy too much, and too many keyframes, also needed a pullback/recoil.

V3 (Currently):

Feedback: Just for the punch to be faster

And now I’m here to get further help.

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The leg on the right seems to be gliding throughout the animation. Can you make it more stationary?

Great work so far, I like how you’re trying to improve.

the second animation looks like you attacked while crouching, for some reason

lol and yes, the first animation looks like a dance or workout

i believe the secret is on the body movement, try to follow the advice from Sendroa


Also just got a little advice to make the punch faster, but for some reason to me it still seems far weaker

another thing you could do is make the arm shake hard on the last couple frames of hitting and make him punch even faster then that

That sounds great. I also lean in then snap back, but I plan to slightly exaggerate the punch to give it the look that it was a strong/powerful hit.

looks great

i also advise you check out the 12 principles of animation here

it helps a lot more then you would think even after you have been doing it for a while

I was actually studying it this morning to get what the result of V2. Although, I did stop at Principle 10.

Thats cool, May I Inquire More About The Game Itself?

The setting is more so in a Murim Based time, so basically I’m kind of looking towards the days where sects were prevailent. Based off a few Korean Comics/Manhwa, with a little bit of elemental abilities dabbled in with it. It’s been a little struggle, but I’m glad I’m finally remaking the combat because it was buggy to the core.

That sounds like a really good concept, if you ever finish the game let me know and I would be down to play it.

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Decided to move forward with the string, but something seems… Off?

Update, now the leg looks more like a whip and it just looks worse?

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Now I’m content, but feels like it could improve.

You better get off the IK rigs to do stuff better than that, Experiment more with your own possibilties instead and track legs by yourself

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