This is the last part of Aang animation, reaching point B by attacking the target. My idea is to make a fist attack animation (in accordance with Aang’s character setting)
This tutorial gives detailed steps. Although its playback speed is very fast, I can still learn a lot from it.


This is the final version. After rendering, I added feedback on camera movement and object hits, as well as a little sound effect.

“On his initial jump up he stays looking down with his body bent for quite a while which loses some intention on the jump, he should probably be looking more where he’s going When he lands the feet kinda slide into another position which loses any feeling of weight being on them. I would have him land at the initial foot position, settle there and then do a small weight shift to move the foot to the next position. The diving jump off the top needs a lot more anticipation for such a big jump. The spacing on the fall is really even, he should be moving further each frame as he picks up speed. This will also let the landing feel more impactful. The time between the landing and the roll also make it seem a little weightless. The point of doing a roll like that is to turn some of the force into forwards momentum so it should happen sooner. The punches are feeling nice and weighty but then you lose the weight during the kick. It doesn’t really feel like it connects to the block much and lacks the anticipation and hold of the punches. At the end, all the body parts just arrive in their final pose at the same time which makes it feel very forced. I would do some follow through and overlap on different parts like the chest/head and arms to make this feel more natural.”
Feedback from Alan


I think I will continue to polish this animation in the future.