Tutorial // Dragoon combat animation and engine hookup pass. Hero roll, block, flinch, hit, death, demon trident build, trident texture bake, grab-bone constraints, demon stab/block/flinch, s&box animgraph selectors, stamina/health logic, timing gates, and first multi-enemy combat test.
CHAPTERS
0:00 Combat animation goals
1:52 Hero dodge roll setup
2:52 Roll distance / generator motion
4:07 Restrict frame usage
5:16 18-frame roll timing
7:40 Roll in-place retry
9:11 Rotation passes
11:18 Root generator check
13:49 Roll cleanup / center of gravity
18:53 Contact timing fix
23:01 Input timing note
26:17 360-to-0 rotation bug
27:30 Roll finished
28:22 Hero block pose
31:24 Stamina block theory
33:18 Hit sustained / flinch setup
37:17 Big hit react
42:14 Hero death pose
43:11 Reuse gargoyle death pose
45:55 Combat animation checklist
47:21 Trident prompt
49:33 Demon stab set
51:15 Trident reference import
51:25 Alpha mask / transparent preview
53:31 Six-sided trident handle
54:35 Projection cylinder angle fix
57:27 Mirror modifier / clipping
59:44 Shrink-fatten form pass
1:01:35 Knife tool / midpoint snap
1:04:30 Trident tri count
1:05:25 Trident unwrap
1:06:34 Projection UV vs unwrap UV
1:07:38 32x64 texture test
1:10:01 Cycles bake setup
1:11:40 Pixel bleed spacing
1:12:05 64x128 rebake test
1:14:02 Trident done
1:14:09 Trident grab bone
1:17:17 Damped track / child-of test
1:24:50 Demon stab animation
1:33:39 Stab impact hold
1:34:07 Wing / tail secondary motion
1:43:28 Demon block pose
1:45:35 Demon flinch
1:50:28 Export checklist
1:54:35 Add hero animations in ModelDoc
1:57:39 Roll extract motion
1:58:11 Hero animgraph selectors
1:59:24 Bone mask / react enum
2:03:19 Combat / react / locomotion
2:05:01 Codex combat prompt
2:13:32 Export demon animations
2:14:29 Export trident model
2:15:15 Trident material
2:19:05 Demon bone merge
2:31:39 Block enum bug
2:34:06 Bone merge / block lerp
2:35:10 Combat run recap
2:36:42 Health / stamina UI prompt
2:40:25 UI bars in-game
2:43:39 Animation timing gates
2:44:33 Dodge and combat test
2:46:08 Multi-demon test
2:50:24 Dodge invulnerability / stamina
2:53:11 Enemy behavior tuning
2:57:19 Wrap-up
MANIFEST
BLENDER ANIMATION
KEYFRAMES / GRAPH EDITOR
Roll, block, flinch, hit, death, stab, and demon block are keyframed and cleaned in the Graph Editor.
https://docs.blender.org/manual/en/la...
https://docs.blender.org/manual/en/la...
F-CURVES / MODIFIERS
Generator motion, restrict frames, interpolation cleanup, impact holds, and timing tweaks.
https://docs.blender.org/manual/en/la...
CONSTRAINTS / RIGGING
Grab bones, child-of constraints, damped track, IK handles, arm reach, and pose reuse.
https://docs.blender.org/manual/en/la...
https://docs.blender.org/manual/en/la...
TRIDENT MODEL / UV
Six-sided handle, mirror modifier, sharp marks, projection UV, unwrap UV, 32x64 and 64x128 bakes.
https://docs.blender.org/manual/en/la...
https://docs.blender.org/manual/en/la...
https://docs.blender.org/manual/en/la...
FBX EXPORT
Hero/demon clips, trident model, and PNG texture sent to s&box.
https://docs.blender.org/manual/en/la...
S&BOX
COMPONENTS / GAMEOBJECTS
Hero, demon, trident, condition, combat, animator, collider, and UI objects.
https://sbox.game/dev/doc/scene/compo...
https://sbox.game/dev/doc/scene/gameo...
MODELDOC / ANIMATION
Add animations, preview clips, set extract motion on roll, compile models.
https://sbox.game/dev/doc/editor/mode...
https://sbox.game/dev/doc/animation/
INPUT / TRACING
Right click block, left click attack, alt roll, swing traces, damage, stamina, hit reactions.
https://sbox.game/dev/doc/gameplay/in...
https://sbox.game/dev/doc/physics/tra...
UI / WEAPON MODEL
Health/stamina bars, trident object, later enemy bars over attachment/origin points.
https://sbox.game/dev/doc/ui/
https://sbox.game/dev/doc/gameplay/in...
PROCESS
1. Animate hero roll, block, flinch, hit, and death.
2. Build and bake the demon trident.
3. Add grab bone and hand constraints.
4. Animate demon stab, block, and flinch.
5. Export hero, demon, trident, and textures.
6. Add animations in s&box ModelDoc.
7. Build combat, react, and locomotion selectors.
8. Hook block, roll, stamina, health, timing gates.
9. Add trident material and bone-merge test.
10. Add UI bars and test one demon, then several.
11. Leave sound, health bars, enemy tuning, and deeper combat for next pass.