A few of you asked us if we use motion capture to do our animations. The answer is no, we can't afford something like that! Besides, a lot of the moves we want to implement are superhuman and it would take pretty much Spiderman in a mo-cap suit to pull them off.
Instead we use Maya and hand animate everything. Usually I try to do the move myself in real life, just trying to get the basic movement for the torso and arms correct. Care also has to be taken with placement of the blade edge. Designing the move also involves figuring out how far the character will move, and how big of a range the attack is going to be. This dramatically changes how good the move is in combat.
I've been doing these justin.tv streams of us working on this or that lately (usually happens late in the evening Pacific Standard time) and they get automatically recorded to my channel. Today I've been working on animating Phalanx's heavy stance which is a top to down slash followed by a sliding uppercut.
Check it out!
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