The previous attack became an issue in the engine because I created a finite range of delivery.
The one above allows the distance to whatever we want since the shoot and impact animations are now separate.
The video is a simple look at cutting up animation for the player.
And how I take a simple shape to run through iterations quickly, instead of wasting time with refined poses just to find out the timing or overall idea doesn’t work.
An animator for games must take the player into consideration even though, from an animator’s perspective, you want to say screw it and make your animation look as good as possible within the environment. Working with a game developer is great because he reminds me what the player needs and that I have to compromise on what I want and what the player needs and/or expects. This video covers Lulu’s jump in place animation and some things I had to compromise on.
Artistic error in dealing with animation and the character controller in Unity