ASSETS
In the previous several productions, I have always used lightweight weapons (such as daggers, shurikens, and claws) as the main elements in the animation. In this week’s mission, I decided to try to create a combo animation of heavy weapons. The most important thing for a heavy weapon is its sense of weight, so the character’s preparatory actions will be more obvious.
REFERENCE
However, it is not enough for me to have excellent cases as a reference, so I also found some tutorials with detailed steps.
PROCESS
After finishing the blocking phase, many places are not properly connected. Many joints have jitters and errors, which need to be corrected in the subsequent spline and polish stages.