One of my friends asked me to draw a chibi of his character, seems to be a combination of a Ragnarok Online Sorcerer (alt outfit) and Black Desert Online Woosa(?) but I ended up just taking a ton of liberties with it.
As references for the combat animations, I used one of the characters from Black Desert, another MMORPG I've been playing for a long time. The sorcerer also uses a scythe for her awakening kit, which made her the best reference I could use for my necromancer.
Fig.1: Black Desert Online - sorcerers
Because I couldn't find any good references I could use, I decided to make a test character and record her movement myself. This allowed me to get the perfect references I needed.
Fig.2: Sorcerers animations
Following the same workflow as I did with the locomotion animations, I started working on the combat animations I planned. At first, I started by creating my own equip and unequip weapon animations. Using the idle animation as the initial pose, I then animated the hand to reach the back, where the scythe would be attached in Unreal Engine.
Fig.3: Weapon Equip Animation
Fig.4: Weapon Unequip Animation
Following, I started working on the combat animations. I downloaded three separate animations which I thought would work well together and adjusted them to make sure the attacks would look natural with a scythe.
Fig.5: Attack 1 - Down Slash Attack
Fig.6: Attack 2 - Slash Attack
Fig.7: Attack 3 - 360 Slash Attack
While adjusting the animations, I made sure to check the fulcrum points and keep the physics simulation on, in order to achieve a realistic result.
For my project, I also planned to experiment with spell casting. As such, I decided to implement one healing spell and one casting spell, which would launch a dark magic projectile.
Fig.8: Heal Animation
I didn't have to adjust the healing animation, so I just imported it in Unreal Engine to make sure everything works properly.
For the spell casting, I couldn't find an animation that would fit exactly what I wanted. As a result, I downloaded a longer combo animation, which I then trimmed in Cascadeur and I only kept the part that I saw fit for what I wanted.
Fig.9: Spell Cast - Dark Magic Projectile
Because all the animations are using the same base model with the same rig, it was very easy in Unreal Engine to connect them, as the system would read them as connected to the main rigged mesh.
Bibliography:
Fig.1,2: Black Desert NA/EU – new class Dosa (no date) Playblackdesert.com. Available at: https://www.naeu.playblackdesert.com/en-US/Main/Index?_region=
Fig.5: No title (no date e) Reallusion.com. Available at: https://actorcore.reallusion.com/inventory/3d-motion?asset=atk_slashdown
Fig.6: No title (no date f) Reallusion.com. Available at: https://actorcore.reallusion.com/inventory/3d-motion?asset=atk_slashright
Fig.7: No title (no date g) Reallusion.com. Available at: https://actorcore.reallusion.com/inventory/3d-motion?asset=atk_spin
Fig.8: No title (no date h) Reallusion.com. Available at: https://actorcore.reallusion.com/inventory/3d-motion?asset=m-ss-magiccontrol-01
Fig.9: No title (no date i) Reallusion.com. Available at: https://actorcore.reallusion.com/inventory/3d-motion?asset=m-ls-magespellcast-05
So I started playing Black Desert Mobile, and I gotta say, even on that version the character creator lives up to the hype. Have some of my sorcerer, Hellbore Ranuncula.
bonus sketches:
all those fancy submenus look real neat, but honestly my current gameplay strategy of “kill everything that moves twice” seems to be working just fine