Basic understanding of keyframe animations. Check out the following guide to get started.
Install Blender.
Copy the animation_template.blend
file into your repository, and rename it to suit your animation. Open it.
In Blender, go to Animation
tab, start creating keyframes by moving or rotating parts.
Things to avoid:
- Editing keyframe at
0
. - Removing any body parts
- Moving/rotating locked parts (
bend
parts)
Suggested animation length
- one-handed attacks: 20 ticks
- two-handed attacks: 20 ticks
An attack animation has the following phases:
- Upswing (suggested duration: 0 - 50%)
- During this phase to player is animated from its idle pose to a ready to strike pose
- Create a single keyframe at 50% of the animation length, so the animation is interpolated between from the idle pose, to the ready to strike pose.
- Suggested easing:
Ease in-out
- Hit - Tipping point (suggested duration: 50%-60%)
- Create a single keyframe at 60% of the animation length, representing the tipping point of the attack. (For example, incase of a stab attack: the most forward position of the weapon)
- Suggested easing:
Ease In
- Hit - End (suggested duration: 60%-70%)
- Suggested easing:
Ease out
- Suggested easing:
- Downwind (suggested duration: 70%-100%)
- Suggested easing:
Ease in-out
- Suggested easing:
Open a few animations implemented by this mod, to see practical examples.
Attack animation speed is scaled when it gets to be played, so it is executed under the same amount of ticks as the attack cooldown of the weapon.
Attack animations are the most natural looking when the timing of Tipping point
, and the upswing property inside the Attack
object are exactly matching.
In Blender, go to Export
tab.
Make sure to adjust the following properties:
emoteDescription
- What is this animationauthor
- Your nameoutputDirectory
- Relative path toattack_animations
resources folder of your modendFrame
- The last frame of your animationstopFrame
-endFrame
+ 50% of your animation length
Hit the run script button