Hello! I go by ZenDolla, but you can call me whatever. Currently I am working on a combat game with a different type of skill system in place. I don’t really want to disclose it, but to make it work I’m making animations myself for each indivivual skill, and I just want some feedback on how it looks at the current moment.
Nice animations!
The only advice I can offer is that the throw, kick, and spinkick look snappy - playing with the easingstyle might be able to help them get smoother.
I didn’t get a good look at the keyframes, but it appears that its all linear with a short pause on the keyframes.
The punch and elbow looks similar to a hook, perhaps accentuating the back of the arm to come out further would communicate that the strike is happening with the back of the arm model rather than the front.
Good to see nice R6 animations! I hope your development goes well :)
I decided to change the base hit on the elbow move to be a hook punch before the elbow instead. Also, if it’s fine, I could add another video including the keyframe for each of the skills. I did use a bit of easing styles, but they weren’t really… Working?
Cubic i find works best for human-like effort, other than that I use linear. Most easingdirections are in, while some others are out - there are no points in the anim where a keyframe is going to itself, so everything is always moving. Here’s a link to one of my old anims that goes through the keyframes and different easing directions: oldanim
So, with the kick, do a bit more of a bounce animation, keep the leg a bit more grounded, and make the general animation move vivid with a lot more movement?
yes also if one leg is moving, the other shouldnt unless its a jump of sort. at 0:03 the leg in the floor is sliding. it should stay still the whole time (id assume its a error roots from the torso cuz u prob have ik on
what is IK might I ask? Inverse Kinematics? Also, the slide was somewhat on purpose, but it was more meant to be a motion of the character pushing off their back foot for more power in the punch.
Looking great! For multiple keyframes of effort action (the throw part of the throw) I find starting with a cubic in and anding with a cubic out does wonders for making it smooth. Still looks great though!
It looks cool but at the in-between parts of the moves it seems a bit stiff. It stops abruptly and moves onto the next motion. Maybe you could find a way to smoothen it out?
For this, it’s just for the hit to have impact before transitioning into the next move, although I’m not sure what to make of it, whether to remove it or keep it in.
Glad that punch skills were good, and fixed. Now it’s onto the next skills which are simply kicks (mixed together with the other stuff). I’m questioning if I’m meant to make a new thread for this, or I could just post it in here.