(Yeah, I’m a combat heavy person because I like perfection in my systems)
Hello there! I was just revisiting skills that I don’t necessarily spec into, making animations specifically. I’ve been avoiding the usage of blender because it gives too much power to someone like me who doesn’t really know how to manually ease.
I’m currently making a game with stances, and decided to make 3 different stances, so I just need some insight how to improve my animation once more, as I did in the past.
Already looks better than most Roblox fighting animations I’ve seen! However, some of the moves seems too speedy and are missing weight behind them. Gotta make the strike “stay” for a bit, otherwise it will feel weak. That might be the reason why your uppercut, knee kick and some of the hooks stand out from other moves.
Not a lot of follow-through, which gives a real robotic feel to it. This seems like a drastic suggestion, but I definitely recommend redoing it in Blender, but this time taking advantage of some of the IK/FK controls, as well as other constraints (such as child-of).
It’ll be tougher at first, but it’ll very quickly become a huge workflow improvement (which will reflect in your animations)!
I strayed from blender, because it gave me too much way towards easy punches and hits. I wanted to primarily work on my actual animation ability when it comes to follow throughs and anticipation along with impact. Blender just felt too automated for me, that’s why I switched.