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Should i animate transisions between combo attacks?

Hey! I am working on a character for a game, and have a few questions about animations/ how Unreal can use them.

I want the character to attack with combos (similar to monster hunter) so that the player can press RMB (for example) and execute a "Slash" attack. the character would then return to the "Idle" state UNLESS the player were to press LMB after that, therefore, activating the "Stab" attack (2nd attack in the combo chain).

this process would obviously continue depending on the No. of animations I put in, but before I set up the state machine (or whatever I will use), I want to know how I should go about animating these combos.

Here's my idea...

-Idle anim

-Slash start (from idle)

-Slash anim

-end of slash anim (transition back to idle)

-Stab start (from slash)

-Stab anim

-end of stab anim (transition back to idle)

…………………………………………………………………………………………………

The idea I had, is to make each attack have a beginning (so it could chain off multiple poses), an attack (the damage dealing part), and an end (transitions back to the Idle state).

Please let me know if I should be doing this a different way;)

Thanks!

Product Version: UE 4.22
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asked May 26 '19 at 03:12 PM in Everything Else

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UnoCoder
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