I congratulate you for making this, I'm going to make a few recommendations (as per my own allowance of opinion) on ways to make your animation function and seem better or at least more detailed. First would be to have Mimicry (During the Idle stance) be tilted slightly, so the blade is outward from the rig, instead of facing straight down, you can test what I mean by that as it is your rig. Secondly to the Idle stance, I'd have your right hand sit on the shoulder of the model, whilst keeping the legs the way they are. I'd make the walk have mimicry pointed slightly downwards to indicate that they are walking/running, as well as following with the hand being on the hip, whilst the walk animation follows more of individual steps 1 by 1 instead of just sliding fowards. Usually, besides mimicry and EGO, red mist primarily uses sword focused attacks, so it'd be best if you made mimicry of more use then attempting to use the disposable leg/arm as a means of attack. Using mimicry for more slashing would far suit the weapon better, doing something like semi horizontal or semi vertical swings, whilst also making sure the rigs arm isn't being unproportionally stretched. I believe instead of using the sword as a means to lift an opponent on the fourth m1, the leftover arm is used as the character/rig kind of charges up their arm before swinging it into a motion upwards For downwards, I believe it'd be best if mimicry was treated like a slash, and instead you brought down mimicry with your 1 hand that is holding it, as a jump seems unncessary, and could potentially be making keyframes more difficult. Move 1 could do with a bit of a rehaul, being a slightly tilted Greater split: Horizontal sort of slash infront of you. Move 2 seems to follow a sort of spear poking attack, before using a move blunt part of the blade to do push back, which is a good concept, but could use more key frames to make it fully fleshed out. Move 3 should just have the character grab mimicry's handle with both hands, and hold it infront of them, before slamming in into the ground Move 4 Requires more key frames and more arm movement to indicate and show the knock back Ultimate should have Mimicry planted into the ground as Kali/Red Mists E.G.O Armor Manifest upon her Move 1 for ult: Once again going for another spear attack, I think it'd best suit this with ultimate for the spear to have a sort of ranged attack now, with each slash sending a red mist (funny) that (as the video tells you) stuns an opponent Move 2: I like the style of having mimicry on the back, but having your character in more of Getting ready to sprint (To do this, I'd recommend using the arm not in use be in contact with the ground, as if an olympic sprinter was ready to dash forwards in the race) would be far better, and whenever you hit a opponent, you swing mimicry forwards like a dagger, or use it as a sword and do a slash. Move 3: This is just Greater Split: Vertical. Which is good, but could require mimicry being held higher then it is, and a better grip on mimicry before slamming it downwards. Move 4: This is Greater Split: Horizontal: This is good, but typically Kali uses both hands and does the slash, as well as a weird few keyframes that tilt the blade slightly, this could be changed by having the sword tilt AS it goes into the Greater Split: Horizontal move. Other then my opinion, this is good work as its experience none the less towards animating in roblox. Keep up what you are doing and you may be able to produce High Quality Content Roblox Wise for Project Moon Sleeper Agents
Most Moves Not Based On Kali
I congratulate you for making this, I'm going to make a few recommendations (as per my own allowance of opinion) on ways to make your animation function and seem better or at least more detailed.
First would be to have Mimicry (During the Idle stance) be tilted slightly, so the blade is outward from the rig, instead of facing straight down, you can test what I mean by that as it is your rig.
Secondly to the Idle stance, I'd have your right hand sit on the shoulder of the model, whilst keeping the legs the way they are.
I'd make the walk have mimicry pointed slightly downwards to indicate that they are walking/running, as well as following with the hand being on the hip, whilst the walk animation follows more of individual steps 1 by 1 instead of just sliding fowards.
Usually, besides mimicry and EGO, red mist primarily uses sword focused attacks, so it'd be best if you made mimicry of more use then attempting to use the disposable leg/arm as a means of attack.
Using mimicry for more slashing would far suit the weapon better, doing something like semi horizontal or semi vertical swings, whilst also making sure the rigs arm isn't being unproportionally stretched.
I believe instead of using the sword as a means to lift an opponent on the fourth m1, the leftover arm is used as the character/rig kind of charges up their arm before swinging it into a motion upwards
For downwards, I believe it'd be best if mimicry was treated like a slash, and instead you brought down mimicry with your 1 hand that is holding it, as a jump seems unncessary, and could potentially be making keyframes more difficult.
Move 1 could do with a bit of a rehaul, being a slightly tilted Greater split: Horizontal sort of slash infront of you.
Move 2 seems to follow a sort of spear poking attack, before using a move blunt part of the blade to do push back, which is a good concept, but could use more key frames to make it fully fleshed out.
Move 3 should just have the character grab mimicry's handle with both hands, and hold it infront of them, before slamming in into the ground
Move 4 Requires more key frames and more arm movement to indicate and show the knock back
Ultimate should have Mimicry planted into the ground as Kali/Red Mists E.G.O Armor Manifest upon her
Move 1 for ult: Once again going for another spear attack, I think it'd best suit this with ultimate for the spear to have a sort of ranged attack now, with each slash sending a red mist (funny) that (as the video tells you) stuns an opponent
Move 2: I like the style of having mimicry on the back, but having your character in more of Getting ready to sprint (To do this, I'd recommend using the arm not in use be in contact with the ground, as if an olympic sprinter was ready to dash forwards in the race) would be far better, and whenever you hit a opponent, you swing mimicry forwards like a dagger, or use it as a sword and do a slash.
Move 3:
This is just Greater Split: Vertical. Which is good, but could require mimicry being held higher then it is, and a better grip on mimicry before slamming it downwards.
Move 4: This is Greater Split: Horizontal: This is good, but typically Kali uses both hands and does the slash, as well as a weird few keyframes that tilt the blade slightly, this could be changed by having the sword tilt AS it goes into the Greater Split: Horizontal move.
Other then my opinion, this is good work as its experience none the less towards animating in roblox. Keep up what you are doing and you may be able to produce High Quality Content Roblox Wise for Project Moon Sleeper Agents
Will take into account
That is a lot of text
IT DIDNT GOT RECCONDMENDEDDDDDDDDDDDDDDDDDDDDD
FINALLY
Dawg expected better 💀
new video coming out
OHWBSUWVBWUEUYE IS THIS RED MIST FROM THE LIBRARY OF RUIN?!??!
Bro why the m1s mimircry is a lil poke and punch and kick 💀💀
Brutal truth : it sucks
At last it’s difference to other fighting characters with a sword also doing stuff like that is hard
Use more key frames for more smooth moves ( maybe you dont )