Gameplay Animation week5: combo attack refinement

First of all, thanks for Luke’s feedback, which made me realize many mistakes and how to fix them.

some actions are very unreasonable Because there is no real people action as a reference.

Before strike, I need to have a clear Anticipation (animation 12 principles).

I raised the character’s left foot and changed (lefter and former)the position of its center of gravity to make her movements more reasonable.
Anticipation before strike,make her like more push off
When she comes in for a strike, the arm doesn’t sign up, it should be much more by charging jab like this.
It should be ensured that the movement curve of the sword end point is a smooth curve for perfect animation.

Secondly, I need to adjust the position of the foot so that it does not show inexplicable jitter and slip.

Adjustment of the right foot(Spin)
left foot
The overall forward rhythm should be slow in slow out(12 principles of animation)
landing feet pose

In the aniamtion, I added anticipation and buffering to make the movement of the character more reasonable and beautiful.

This is the version I added the camera movement and rendering.

This entry was posted in Advanced & Experimental 3D Computer Animation Techniques. Bookmark the permalink.

Leave a Reply

Your email address will not be published. Required fields are marked *