General
Separation and Compensation Principle in Strikes Animation

There is an important principle which allows for any strike animation to be more believable and powerful. This principle was used to make strikes animation in the Shadow Fight game series. Let’s take a look at how it works on an example of several strikes taken directly from our animators guideline.

A bit of theory

The main contradiction of all strikes is:
The strike phase should be fast and sharp, BUT the trajectory of the center of mass should be always smooth, and the general angular momentum (general rotation) should also change smoothly. Because the center of mass is the most inertial point of the character.

The two main solutions are:

1. Separation:

During the swing, the body and legs accelerate/rotate and accumulate energy. After that, the energy is transferred into the weapon or the attacking limb. The body and legs almost come to a stop BEFORE the fast phase of the strike begins.
We separate strike phases in time. The phases being: 

  • Fast strike phase.
  • Slow energy accumulation (before the strike) or attenuation (after the strike) phase.
Separation means that one phase follows another phase. They are NOT simultaneous.

2. Compensation

Simultaneously with the strike, the body and legs move/rotate in the opposite direction and compensate for the sharp movement of the weapon or the attacking limb.

We do NOT separate these actions in time. They happen SIMULTANEOUSLY.

How it works

This principle is most frequently used when combining strikes with steps. Let’s illustrate it with some sword slashes examples.

Inward slash preceded by a step


While swinging, we take a big step forward to gain velocity and rotation speed. The body gets twisted now. After that, we untwist the body and nearly come to a stop to transfer the energy to the weapon and make a slash. This is separation.

Outward slash preceded by a step


Similar to the inward one. This is separation too.
In these two slashes, we take time to make a step, then we make a strong slash.

Inward slash followed by a step


While swinging, we take a small step forward. Then while making a slash we gain velocity and rotation speed. The body gets twisted. Once the weapon nearly comes to a stop, the energy is transferred into a step. This is separation as well.

Outward slash followed by a step


Similar to the inward one. This is separation. In these two slashes, we execute a strong slash, then we take time to make a step.

Inward slash without a step


We may make a small step while swinging, but we make a slash without any step. After that the body gets twisted.

Outward slash without a step


Similar to the inward one. In these two slashes, we neither use separation nor compensation, so they are neither strong nor fast. But the body gets twisted (which is important for combos).

Inward slash with a simultaneous step


If the body is twisted, we can make a slash with a simultaneous step with the opposite leg to compensate for the slash. The body gets twisted in the opposite direction. This is compensation.

Outward slash with a simultaneous step


Similar to the inward one. This is compensation.

These two slashes are fast, but not strong.

Inward spinning slash


While swinging, we take a big step forward to gain velocity and rotation speed. Then we transfer the energy to the weapon and make a strong slash. After that, the energy is transferred into the spin and the step. This is separation.

Outward spinning slash


We make a big step with a back spin to gain velocity and rotation speed. Once the spin is complete, we transfer the energy to the weapon and make a very strong slash. This is separation.

There is a major difference between these slashes:
  • With an inward spinning slash, we make a very strong slash with a step, then we take time to make a step with a spin.
  • With an outward spinning slash, we take time to make a step with a spin, then we make a very strong slash.

This principle can be used to make various strikes: horizontal, diagonal and stabbing ones. It also works with punches and kicks. Further understanding of this principle will allow you to make various continuous combos. 

About the Author:

Evgeny Dyabin is one of the two founders and technical director of Banzai Games. The Moscow-based game studio is known for popular action games such as the Shadow Fight series. In addition to game production, Evgeny also leads the development of the physics-based 3D character animation software Cascadeur, which is currently in late stage of Early Access, and is already used by over 90,000 animators.
The full version of Cascadeur is scheduled for release in 2022 and - just like the Early Access version - will be available free of charge to private users and indie developers at www.cascadeur.com.
Cascadeur Update 2024.1.1 is Now Available
We're excited to announce the release of the 2024.1.1 update for Cascadeur, which is available for immediate download. This update focuses on enhancing your animation experience and workflow with a range of improvements and fixes.
Cascadeur's New Licensing Structure: Comprehensive FAQ
To address your questions about our new licensing model and provide clarity about the recent changes, we have compiled this FAQ based on inquiries received from our Discord community.
Cascadeur 2024.1: New Features & Free Upgrade for Basic Users!
We are thrilled to announce the launch of Cascadeur 2024.1, a significant update that marks a new chapter in providing you with the most advanced character animation tools available. This update introduces groundbreaking features designed to elevate your animation projects and streamline your workflow like never before.
Preview on 2024.1: Cascadeur for Animation Editing
With release 2024.1 Cascadeur is becoming a powerful tool not only for making animation but also for editing any. The next update, planned for release mid of March, features a set of powerful tools that can help you edit and make changes to any baked animation where each frame is a keyframe, eg, any animation from asset stores or mocap.
Indie Spotlight: Knell - Cascadeur as a catalyst for indie game development
In our latest blog post, Dylan from Dawnbreak, an indie game development team, discusses the practical benefits of using Cascadeur in developing 'Knell', their first dark-fantasy action-adventure game. He provides insights into how Cascadeur facilitated the animation process, contributing to the game’s overall design and execution.
Cascadeur 2023.2 brings audio support, USD format and improved performance
With Cascadeur 2023.2 we proudly present the result of another five months of intensive code work. Today's update brings some long-awaited features and tools, but also a ton of improvements to existing functions.
Indie Spotlight: Learning American Sign Language through an RPG-Style game
Our latest blog article is dedicated to ANGOR, an unusual game project with a serious background. In the RPG-like game, the player finds himself in a world without spoken language after a virus apocalypse. In order to continue communicating with his environment, the player must learn the sign language for the hearing impaired (ASL). What does this have to do with Cascadeur? It's a perfect application for our new Finger AutoPosing tool!
App2Top Interview: Eugene Dyabin talks about the future of Cascadeur and neural networks
In this recent interview with game development magazine App2Top.com, Cascadeur creator Eugen Dyabin tells about his further plans, about challenges that the tool is currently facing, and, most importantly, about its integration with neural networks. We publish an excerpt of the original interview in our blog.
Cascadeur 2023.1 introduces Finger AutoPosing, Video MoCap, and macOS version
With Cascadeur 2023.1, Nekki today rolls out the first update of its AI-powered 3D animation software. The long wait for the update was due to many new features the developers had in the works: The list of improvements includes killer features like Finger AutoPosing and Video MoCap. In addition, the Mac community has been heard, and for the first time, Nekki releases a dedicated version for Apple computers with ARM chips (such as M1 or M2).
Load more