I'm not trying to transition to idle immediately, I'm trying to transition into other attacks immediately. The lack of follow-through on isolated attacks does make them look too casual though I agree, and I'll be working on that. Also, like I said earlier, the animations tend to come out less committed than I designed them to be, so I'll probably work on that in later ones too.
For the overhead, do you mean it should stay locked out for longer, or that it should cut deeper? The trouble with cutting deeper is that it's harder on the forearm if the attack misses. But I guess if it doesn't look strange in-game, that's the main thing. I'll probably try a deeper cut and maybe recover to a low position on the next draft.
For the Ochs, what's specifically wrong with the elbow, do you think?
As for the blocks, I used the edge because my wrist feels weak using the flat, no matter how I try it (though I'm not a fencer so I might be missing something). I may change them to block with the flat if I can figure out a good technique for it. The two-handed sword animations will block with the flat in any case.
Knil said:
All and all great work, are you using motion capture from how you are describing your animating?
Thanks!
And I'm using poor man's motion-capture
Basically I film the movement from the front and side, then take stills from that, import them into the animation program as textured rectangles, then match the character to the images to make the keyframes for the animation. It's a little time-consuming (takes about 2 hours in total to implement an attack animation), but a lot easier than doing it by eye, and I end up with movements that look pretty much like the real thing.
The tutorial in my sig details the process if you want to have a crack at it. Speaking of which I should probably update that...