Looks good but put more work into the legs. Maybe have the player jump a little at the end or stretch out more. You can see in your reference animation that she extends her legs and gets on her tip toes at the end. Can’t really do that in Roblox, no toes, so a hop might work instead.
Also, I use blender for animations. The Roblox tools are fine for simple animations but if you spend any time doing these, you’ll want to learn some better tool.
In This video there are times where the sword has its own animation and the creator mentioned he uses moon animator also. Did he also use a sword tool to make this? Also can you link a good tutorial for making sword tools and exporting sword anims because I don’t know how
what he did here is quite simple, but takes time to put everything together,
you will need:
1.some sort of script [Local Script] that has some combo stacks each time you click, and each attack performs a different atk animation, don’t forget to ‘‘wait for the animation to finish’’ before turning the cooldown variable to false [ yes, boolvalue here is essential]
learn about some cframe and positions, (animating the HumanoidRootPart) looks really off and weird, FOR THIS, please use Cframe and some positioning + lookAt (there are some tutorials around sorry for not posting here)
you will need like, 2-6, but for now only use two animations,
FIrst animation will be the attack animation, (script works now) >> after the animation ends, you will need the SECOND animation to play, this animation will have some frames that the last animation played, that’s what he did in the video
if you stop holding your sword in some pose, ctrl+ c and v this last frame, and put it in the start of your ‘‘second animation’’
then you can edit the second animation to ''return slowly backwards effect"
so if the Player hits, and wait a while, the char will always return slowly,
this works because i tested once, you really need two animations, because if you mix this in a single animation, this will break the whole stuff
‘’‘but what if the player walks’’
depends on the game, if you wish for smooth movements, then wait for the player to finish returning to their pose, if NOT, then just stop instantly the last animation that played, this will prevent future spams or glitches
of course, what if the user clicks walks clicks walks clicks and etc
(only applies if you wish to stop the animation instantly)
(because smooth returns to the spot has the variable set to TRUE so the player canno’t attack or move until it finishes the whole animation or until the player attacks mid-combo again, this will open a window so they can move the character to the desired position they wish to attack)
Most people in the comments keep telling you to slow the animation down,
which is good, but I’m gonna try to help with the specifics.
Generally you should slow the whole animation down by a bit,
but also keep in mind the idea of “weight” in weapon wielding.
Maybe slow the first few AND last few frames to add greater weight–
and the slower it is, the more heavy it’ll feel.
It doesn’t have to be obnoxiously slow, but just enough to see that
the sword isn’t as if it was made made of paper, but solid metal. ^^
(or whichever material you aim for)