Hi, I’m trying to replicate moves like Stinger(Dante) or Calibur(Nero) but I haven’t managed to find a good way to keep the inertia after the move is over with varying frame rates. The following are what I’ve tried:
-
Animations with root motion: Creates animations that don’t vary with frame rate, but don’t give the sense of momentum
-
Animations without root motion, but Position is moved with tick which decays with time: Creates animations with momentum after the move ends, but depending on frame rate, can travel different distances
-
Animations without root motion, but with Velocity: Motion decays weirdly with time, especially when transitioning from ground to air (Stinger off a ledge)
Any advice would be much appreciated. Thanks! 
Having checked out the references you mentioned, I don’t see much variance from standard animation montages and root motion. Some possibilities as to why you see it differently may be:
-
Camera shake and zooming – cinematic effect
-
Camera lag – this gives the false impression that the character is moving so fast that the eye (viewer) needs time to catch up
-
While in the air, the character naturally engages with inertia and gravity.
-
Finely tuned root motion data – starting with a sudden burst and ending gradually
-
Cloth physics and secondary movement – once again to convey the character’s speed
I could be wrong, however, as you’ve likely spent more time observing your references.
One other possibility would be the ‘Add Impulse’ node–this could be used to supplement movement a bit beyond the range of root motion. Though, you would need your animations to accommodate the latent movement to avoid sliding while in an idle animation.
Lastly, there’s physical animation; but this might be more trouble than it’s worth.
Just my thoughts.