Say if I made a Draw Sword animation,
the hand moves to the stabbard at the waist, grips the handle, pulls it out and the character makes a fighting stance. (example: Drawing a Katana: DrawKatana )
Now, what if, I want to make an Idle Holding Sword animation according to the stance. Basically, where it left off at the DrawSwordAnimation.
What is the best way to achieve that, without it looking choppy and as accurate as possible?
Animation:Play() takes an argument called fade time, which is the amount of time it takes for the animation to smoothly transition into the first keyframe. For example, animation:Play(2) will take two seconds for the parts involved into the animation to animate to the first keyframe. I hope this is what you meant.
The image given above is an example of a stance.
Now, I want to make an attack animation like a quick slash.
In order to do that, I would have to make a new animation starting with the stance above to make it look more realistic.
Back to my question, what is the best way to do this?
What I think is the solution:
Add a dummy with the stance right next to me when animating for reference
Transfer the keyframes/cframe of the last pose somehow?
Just guess
Again, I want to know the best way if there is one.
So you want the last keyframe of an animation to be the starting keyframe of a second one?
You can make your stance animation, then make a quick slash animation. To transition the stance animation to the quick slash, you can use what I wrote above to make the transition as smooth as possible.
While make the quick slash animation, I would need to make the first keyframes the same as the last keyframe of the draw sword animation like you said right? How? I am sorry if I seem too hard to understand.
The transition thing you said is done after making the two animations to make it smoother right?
Right now I want to know how to copy the position of the arms during the stance given to make the first keyframes of the quick slash animation.
My solution will do exactly that. When you do animationTrack:Play(0.5), the humanoid will take 0.5 seconds to smoothly animate their current position to the position of the first keyframe in the animation. Try it and you will understand what I mean