This week, I started working on an action animation that I designed by myself. I wanted to try the feeling of a three-hit combo attack in games, so I first edited some game reference videos to study the rhythm, impact, and transitions between attacks.
In the reference videos, I mainly focused on how the character moves from the first hit to the second and third hit, and how the body weight changes during each attack. Game animation usually needs to be clear and powerful, so the poses need to be strong, and the timing needs contrast. There should be anticipation before the attack, strong impact during the hit, and follow through after the action.
This week, I mainly completed the blocking stage of this animation. I first created the main key poses for the three-hit combo, including the starting pose, anticipation, contact poses for each attack, and the final ending pose. Through blocking, I could check whether the rhythm was clear, whether the body direction worked, and whether the three attacks connected smoothly. Next, I need to continue adjusting the timing, spacing, and body weight to make the animation feel more like a game combat animation.