Hello FEU,
I’ve been trying to make an animation for the fegba games. This animation, an anima attack, based on Yugi Muto from the Yu-Gi-Oh! anime, has a normal attack and crit. What other animations does it need? I know a dodging animation, but some animations I see have 2 dodges. I heard somewhere that you need a missed attack animation? If someone can clarify it would be great.
Thanks!
/// - Mode 1 #Melee Animation
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/// - Mode 3 #Melee Critical Animation
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/// - Mode 5 #Ranged Animation
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/// - Mode 6 #Ranged Critical Animation
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/// - Mode 7 #Dodge Melee Attack
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/// - Mode 8 #Dodge Ranged Attack
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/// - Mode 9 #Equiped with Melee Weapon
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/// - Mode 10 #Standing motions
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/// - Mode 11 #Equiped with Ranged weapon
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/// - Mode 12 #Attack Missed Animation
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Those are all the parts of one animation.
12 is (generally) identical to 1 but without piercing frames if any. 7 and 8 are identical. 9/10/11 are just one standing frame. 5 and 6 probably identical to 1 and 3 for a caster but will need to be different for physical weapons.
You should look at the scripts and frames of some existing animations and see how they’re built.
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I think some do 12 differently to 1. Like Warrior and/or Berserker iirc?
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I mean all of them can be different, but that’s how they work in general and the easiest thing to aim for for a first animation.
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Alright!
thanks a lot