https://youtu.be/t4HdtN7oxaU
This animation pack is perfect if you're looking for a simple and realistic combat system.
The main idea of this package is the interconnection of movements and the creation of attack combinations to maintain variety.
Light and Heavy attacks not only combo with each other, but are also designed to lead into powerful or tricky strikes. Strikes don't end on their own, but transition into the beginning of one of the original Light and Heavy attack chains. This allows your character to create endless combos that will still look smooth and maintain the momentum of their movement.
Additionally, attack animations after dodging, rolling, jumping, parrying, and sprinting allow for the continuation of attack chains, skipping the initial hits of the original Light and Heavy attack combos, and facilitate easier access to further combos. For example, a Heavy attack after a roll ends with the start of the fourth Heavy attack in the original chain, not the first.
The project contains:
- Basic Series for Standing Attacks:
5 light attacks + a 6th attack that copies the first attack with a smooth transition from the 5th. Available in two versions, each with different free-hand behavior.
5 heavy attacks + 5 charged attack variations + a 6th attack that copies the first attack with a smooth transition from the 5th.
- Combo Attacks:
It is up to you how exactly you use the special attack. We imagined them as consisting of several successive light and heavy attacks.
Each Combo Attack doesn't end on its own, but flows into one of the main attacks. This allows you to create complex, endless combos that appear as smooth and devastating as possible.
There are 15 unique attacks in total, flowing seamlessly from the main attack sequence. Some can immediately put the character into a dodge or a roll, while others are designed to close the distance, inflict serious damage, or serve as a clever deception for the enemy.
- Finishers:
Most direct Weapon attacks can transition into Finishers. There are 30 Finishers in total, some practical, others epic or dramatic. Finisher animations aren't simply designed to be activated by pressing a button. They were designed to be activated immediately after the final strike animation, which will defeat the opponent.
- Recoils:
Each hit can transition into an interrupted attack animation, as if the hit had hit an obstacle or been parried.
- Blocks and Parries:
Blocks have damage response options: Light, Heavy, Great, and Defense Break. All of the above applies to the following directions: above, in front, right, left, and below.
Blocks support 1 Light and 1 Heavy attack.
Parrying is available for 5 attack directions. If successful, the parry triggers 1 Light and 1 Heavy unique attack, which extends into the middle of the main attack sequence.
- Damage Avoidance:
Dodge for 8 axes in two variations: facing in the direction of the dodge and facing the center.
Rolls for 8 axes in two variations: facing in the direction of the dodge and facing the center.
Dodges and Rolls have several possible uses:
- Idle - Dodge - Roll
- Preparing for Dodge - Dodge, or Preparing for Roll - Roll
There is the possibility of performing two attacks from a Dodge: Light and Heavy. This also applies to the Roll, which has two other unique attacks.
Both options (Dodge and Roll) allow for other different attacks from the main combo.
There are also animations for quickly avoiding damage from different directions.
- Taking Damage:
A character can take damage from different directions: from below, above, in front, behind, left, right, and also from the legs (right and left). Each damage direction comes in several forms: light, Medium (when the character has to take a step), heavy, fatal, and great fatal.
There is a stun state, in which the character can take the same types of damage.
There are also death and zoneless states in six versions, all of which include recovery animations.
- Locomotion
This pack features four movement types: Slow and Fast Walk + Jog in 8 directions, and Sprint in 5 directions. Movement types have cycles + first and last steps. These cycles are before and after dodges, rolls, blocks, jumps, and basic idle moves.
Each movement axis of both walk and jog types has smooth animations for the first hits of the main combo.
Sprint attacks are unique and unlock later moves.
- Jumps and Falls:
A jump is divided into three animations: start, flight, and landing. Flight can transition to a fall. Landing has several variations: Light, Heavy, Fail, and the ability to immediately transition to a roll.
Two attacks are possible from the jump: heavy and light. The heavy attack opens an animation exit from the main sequence.
- Other:
The basic idle animation comes in several variations to increase variety.
There are also two animations for cleaning weapons + equip animations.